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January 1st, 2011, 23:29 Posted By: wraggster
News via http://emu-russia.net/en/
NES/GBA/GB/Lynx/PC Engine/PC-FX/Wonderswan/Genesis/SNES/VirtualBoy emulator has been updated recently. Changes:
This release renames a lot of settings, but the old setting names can still be used in the configuration file(will be replaced by the new setting name on Mednafen exit) and on the command line. See the ChangeLog for a full list of renamed settings.
The "dfmd5", "filesys.*_samedir", and "snapname" settings have been removed. Use the replacement "filesys.fname_*" format-string settings(see documentation) to achieve similar functionality if desired.
Custom palette/colormap related settings have all been removed, in favor of automatically loading modulenamehere.pal(IE "nes.pal", "pce.pal", "gba.pal") from the "palettes" directory under the Mednafen base directory.
QuickTime movie recording has been added. Pass for example "-qtrecord /path/to/whatever.mov" on the command line to record a movie. If the target file already exists, it will not be overwritten, and Mednafen will error out on startup. Three lossless codecs are supported, see "qtrecord.vcodec" in the documentation. The old "MMM" custom-format recording and playback code has been removed.
NES VS Unisystem palettes have been updated.
PCE VDC emulation has been altered a bit, particularly in regards to wait states and line horizontal timing versus hsync input. "Star Breaker" no longer crashes when leaving the town.
PCE emulation now synchronizes and updates physical device input mid-frame. This allows for slightly lower latency in certain games, and makes "Takeda Shingen" playable.
Keyboard latency has been reduced by 1 video frame in the context of virtual device emulation(IE command key/hotkey latency is unaffected).
SNES input latency has been reduced by 1 video frame.
http://forum.fobby.net/index.php?t=msg&th=589&start=0
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January 2nd, 2011, 22:21 Posted By: wraggster
An anonymous reader writes with this excerpt from Significant Bits about how the early level design in Super Mario Bros. 3 gradually introduced players to the game without needing something as blatant and obtrusive as a tutorial:
"Super Mario Bros. 3 contains many obvious design lessons that are also present in other games, e.g., the gradual layering of complexity that allows players to master a specific mechanic. What surprised me during my playthrough, though, was how some of these lessons were completely optional. The game doesn't have any forced hand-holding, and it isn't afraid of the player simply exploring it at his own pace (even if it means circumventing chunks of the experience)."
http://www.significant-bits.com/supe...design-lessons
http://games.slashdot.org/story/11/0...Design-Lessons
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January 2nd, 2011, 22:30 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...4b7135add6c583
The deadline is expired, the Nintendomax DS Dev Competition 2010 is officially closed to all new entries. We record 13 original entries, 11 games and 2 applications. We thank all participants, we invite those who submitted projects still in development to continue their work even though future versions will not be considered for the competition.
Here is a list of all projects submitted:
- Color Lines by Kukulcan (France)
- Dont Get Crushed by ThatOtherPerson (Canada)
- Maziacs by alekmaul (France)
- Myster Dungeon by C_BoY (France)
- Bubble Fighter EX by Relminator (Philippines)
- Kartz: Animalia World! by dheart (Indonesia)
- Multi View by ThatOtherPerson (Canada)
- Karoshi XEM by DS (France)
- By DS Waimanu sverx (Italy)
- Mazed by walar (France)
- Arsenal by smealum (France)
- HomebreWifi by XEM (France)
- MegaStopwatch by Thungbard (Canada)
Full archive (Ready to use):
Full_Projects January 1 2011.rar
I invite all members of the jury to download the complete archive above to make their judgments with the following scale:
Schedule:
Gameplay
========
Rating / 15
Detail:
Describes the playability of a game
Describes the ease of use of an App
Fun / Utility
===========
Rating / 10
Detail:
Subjective score, on the personal entertainment on the game
Usefulness of the application
Use DS
==============
Rating / 15
Detail:
Using intelligent capabilities of the DS: Touch buttons, dual display (and micro)
Originality
===========
Rating / 15
Detail:
Original style of game and gameplay
For example, a sokoban, pong, breakout, it's not original, but if it is revisited intelligently, it can yield points qq
Ditto for an app.
Lifetime
============
Rating / 10
Detail:
Number of levels high enough interest or to replay this (kind of unlockable trophies or)
Difficulty
==========
Rating / 10
Detail:
Determination of the difficulty well balanced (if you're a big quiche to a game, it Pitet 'your fault, ask the other judges)
Progressive difficulty throughout the game
Graphics
==========
Rating / 10
Detail:
For a game: quality graphics, sprites, backgrounds, animations (if any).
For an application: clarity of the application, icons, etc..
Prefer not ripped graphics.
Sounds and music
================
Rating / 10
Detail:
Quality of sound and music
For an application, if present, they are used intelligently. If absent, the averaging may be performed without this note.
Promote sound and music not ripped.
Stability
=========
Rating / 5
Detail:
Describes the stability of the game, the application and if there are bugs.
0 -> plant very often
5 -> does not crash ever
In case of trouble or doubt to write, call or Cid2Mizard EvilTroopa.
Jury:
- Cid2mizard of www.nintendomax.com
- Tiwaz of www.playeradvance.org
- EvilTroopa of www.dev-fr.org
- Herve de www.ConsoDreams.com
- Damien www.divineo.fr
- James dsgamemaker.com
- The staff of www.fls-games.com
Thank you and good luck to all participants, the results will be posted no later than January 30, 2011.
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January 2nd, 2011, 22:33 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...4b7135add6c583
walar offers version 0.02 of "Mazed" maze game for the Nintendo DS. Registered gaming to the DS Dev Nintendomax Competition 2010.
a small maze game 20 levels, with saving the progress and best times in the SD card and where each maze is created dynamically (so you do not play nearly 2 times in the same ^ ^)
v0.02 (31/12/2010)
* Added menu option
* Start to add enemy (activated in the "debug & test" option, for now the only thing they can do is move in "moron"in the maze)
* Improved fade in / out
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January 2nd, 2011, 22:35 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...4b7135add6c583
smealum offers a first public version of 'Arsenal', shoot 'em up in 3D for the Nintendo DS. Registered gaming to the DS Dev Nintendomax Competition 2010.
a shoot em up in dual 3D. Made to be quite difficult, so a shot in the mouth and you're dead. The game includes a level (but what level!), and a great level editor too well. (he surely must have the latest version. NET to run it)
To rotate a level you just drag its folder in the Shmup / levels that you previously placed at the root of your card. (Note: This folder is only needed to run custom levels, the game runs fine without otherwise)
Keys: D-Pad to move, R / L to shoot (you can manually drag or hold to discover the joys of autofire) Start to pause.
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January 3rd, 2011, 17:58 Posted By: bandit
It seems a Chinese factory worker working at the factory, pulled a 3DS off the production line and posted some "sexy" pics and even a video of Nintendo's new 3DS.
*UPDATE 1/4/2011*
More pictures have been attached to the original post. According to some members over at Nintendo 3DS Forums, the "factory worker" isn't really a worker afterall. He claims to be a regular gamer. How he got it out is still a mystery. Is this Nintendo's publicity stunt to get more attentiona and hype?
Source: AV9G Forum (thread deleted)
Images via comments
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January 3rd, 2011, 21:38 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...1315d2d4d50322
Storlek provides an update to its reader / editor module tracks (IT, XM, S3M, MOD, etc ...) "Schism Tracker" for the Wii.
20110101
- Happy New Year! This Is Mostly for Windows users, There Was A huge ace
Which file-corruption problem I Had not Noticed, plus a couple small Other
exchange. Aside From That, nothing sincere staff last month.
Windows-related:
- Fixed Problem with a MASSIVE file saving code That Destroyed any files it
wrote! (Because Of The Stupid distinction Between binary and text files,
argh!)
- Fixed bug Another tangentially related Increasing numbers of stuffed Which
In The newlines when saving config file. As a side effect The config file
Will Appear trashed in Notepad, just use competent Something More (Such as
Wordpad) and it'll be fine.
- Default directory if You Have not saved your config Is Now "My Documents"
Rather than "Application Data". The config file / fonts / etc. Are Still
In The Same Place.
- Packages are now bundled with a difference sdl.dll, Which should "Some fix
strange bugs have Producing Such "ding" noises When alt-keys are pressed
Miscellaneous:
- The - flag diskwrite wasn't anywhere Mentioned In The manpage. Now it is!
- Fixed "stacking up"on Ctrl-F2 dialog with Multiple keypress
http://schismtracker.org/
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January 3rd, 2011, 21:44 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...1315d2d4d50322
Stealth offers a new version of "Engine02" 2D game engine for DOS, Windows, Linux, Intel / PPC MacOS, PSP, and Wii. The games created, their maintenance and updating of the program are directly downloadable from the program.
Engine02 Is A script-driven, multiplatform 2D game engine for DOS With builds, Windows, Linux, Intel / PPC MacOS, PSP, and Wii.
Complete documentation for Creating games IS Included with PC and Mac builds, and est disponible On the website.
Created Games gold hosted by the Author and His Team are downloadable from Directly Inside the program. Updates for the program, in gold "any game installed, can aussi Be Downloaded From The Same interface When They Become available.
Currently-available games:
Megaman: Triple Threat - A Megaman 7 style fangame. Currently in-progress demo year
Sonic the Hedgehog: Project Mettrix - A Sonic 3 style fangame. Currently in-progress demo year
What's new 11/01/2002
* Added "Repository support. Special Files Placed in the "repo" folder allow E02 to connect to download Other resources. This Makes The Creation of possible public and private listings for third-party games, and private listings for local transfers Between platforms (When year already running http server). This feature is Not Displayed When Only the default repository file IS found
-Bugfixes-
* When a script line WAS Followed by whitespace (space or tab), The whitespace removed from Would not Be The End of the loaded string. Would this have a problem with filenames Especially With That Were Followed by comments, Used As The filename Would Contains the space / tab characters and fail to load on Some platforms. Trailing whitespace is ignored strings Is Now, Eliminating this problem (Can Be Used after comments strings, strings & the terminated after Themselves Will Be The Last non-whitespace character)
* Mode 5 pour la Set_PaletteAlpha_Range Script Command Attempted to Set The overall palette Rather Than The target range, and when to intentionally setting the Global Palette, The Alpha Was Not Properly Applied. This Command "should now function Properly for mode 5, and alpha year for Applying to the Global Palette colors
* The Dim_Palette_Range Script Command Did Not Test for component value overflow when "Dimming" up, Which Caused Them to "wrap around" and "Become the wrong colors. Using this Command to Brighten the palette (a "Percentage" value Greater Than 128) "should now work Properly
* The "Installed Games" section of The Menu Would crash When Were No games installed due to a test array entry for one year annually array length matched Whose The Number of games (in this case, 0). The "Installed Games" menu Will now display Correctly Under this condition, reporting and displaying no games installed Only the option to return to the Main Menu
http://stealth.hapisan.com/E02/
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January 5th, 2011, 00:40 Posted By: wraggster
Nintendo has released internal sales figures revealing that the DS family of consoles has sold more than 47 million units in the US since launch in November 2004.
The Nintendo Wii sold over seven million units in the US during 2010, bringing total sales in the region to 34 million units.
"When we look back at 2010, we see consumers time and again turning to the value and enjoyment of our products," commented Nintendo of America president Reggie Fils-Aime.
"When we look ahead to 2011, we see new portable technology and more great Wii games that need to be seen to be believed."
The next hardware to be released from Nintendo is the 3DS, due in Japan on February 26, priced ¥25,000 ($298 / £188). A European and US release is set for March, with solid price and date details to be announced on January 19.
http://www.gamesindustry.biz/article...-with-47m-sold
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January 5th, 2011, 00:53 Posted By: wraggster
A recently published report in the Water Resources Research academic journal describes an experiment undertaken by a team tasked with measuring evaporation rates by monitoring water levels. How is this related to our favorite hobby? Well, rather than use a hypersensitive monitor or a high tech ballast system, they used a Wiimote. According to the report, the scientists pointed the Wiimote's IR LEDs at reflectors attached to a float in a water pan, and then used the reflected light (usually used to see where the sensor bar is relative to the controller) to check and see how quickly the water was evaporating.
The results were pretty amazing, actually -- not only did the Wiimote pick up even slight changes in the water level, but it was able to compensate for other movement, due to waves or water displacement. That's impressive for a little $30 game controller. We've already seen Kinect do some pretty impressive things as well, including recreate a Minority Report-style interface, and recognize sign language. That leaves just one motion controller without its own academic degree -- better get a Move on, Sony.
http://www.joystiq.com/2011/01/04/sc...poration-rate/
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January 5th, 2011, 01:11 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...79b55388832a44
main () offers version 1.0.0 of its application "RSSMii" which lets you receive RSS feeds of your choice directly in your mailbox Wii.
Getting started ¶
1. The archive you extract Downloaded to your SD Card. The archive of The Root Of The SD-Card.
2. Create a "feeds.xml"in the root of your SD Card.
The "feeds.xml" ¶
Here you see a sample-feed-xml-file:
<? xml version = "1.0" encoding = "utf-8"?>
<rss>
<feed url="http://example.com/rss-feed" name="Example-Feed" />
<feed url = "http://example.com/another_rss-feed" name = "One more Example-Feed!" />
</ rss>
You Can Add Many have feed-nodes as you want. The "name"-Attribute Will Be Displayed On Top of The Message At The Wii-Messageboard, so It Is recommended to CUT THAT REALLY SHORT Because There's Hardly Any Space.
Launching rssmii ¶
1. Launch rssmii In The Homebrew Channel or Any Other-launcher of your choice (I Thought of custom channels, so this Launching Will not result in a CodeDump-Error on exit!)
2. You See the RSS feeds listed in the "feeds.xml"
3. When you now press A, Every previous subscriptions to RSS feeds overwritten by Will Be To The Feeds subscriptions listed in the "feeds.xml.
4. Everything's finished - You Should Be Receiving updates now has RSS feeds Those At The Wii Messageboard!
http://code.google.com/p/rssmii/
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January 5th, 2011, 01:14 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...79b55388832a44
icedaddy proposes "WhatTime" educational game for learning time in English only.
Iput This Together The Other Day to help my son learn to Tell the time better. Basically you're a Time Given Either question in words or have a digital time and You Have to Set The analog clock by dragging The Hands. The Hand Is Done catch your touch based upon distance from the Centre of the clock (ie. touch near the middle For the short hand and near the Edge For the long-hand) - There May Be room for improvement here - let me know how you Get On With It.
Anyway, you have 2 games - a simple game story of set questions and a quiz game of random questions Which gets harder as you progress. The quiz game has 3 Progressive Levels of Difficulty and ballasts for 40 questions.
If you need help-you-can press and hold the 'hint' button. The error of Allowed Your Answer Is A subjective point and I'll explain what i did "if / when anyone Makes a comment about it
http://dsgamemaker.com/dsgmforum/vie....php?f=14&t=61
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January 5th, 2011, 01:20 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16143.html
The NES emulator HalfNES has been updated.
Quote:
HalfNES Version Notes:
Fixes a couple of very noticeable bugs - reset command works and Gradius works right again.
0.023 (1/4/2011)
Bugfixes:
-The Reset command didn´t do anything, now it does.
-Gradius and Devil World work properly again and Back to the Future works better
(I used && when what I meant was ||).
-I now realize that file loading doesn´t work very well on a Mac
(and the file dialog is terrible too!), so I´ll work on that.
A new release of HalfNES for a new year. Fixes too many graphics and sound bugs to list here and adds second controller support. See the readme for details.
0.022 (1/3/2011)
Wow, it´s been a while.
Added Player 2 controller support, can remap the buttons in the settings.txt file.
Improved rendering: Gauntlet runs full speed on my computer when it didn´t before,
the status bars of Zelda II and Ninja Gaiden now look right,
in general performance is about 20 percent better because the drawing code is more efficient.
Back to the Future works but has random unexplained glitches.
Made a few additional tweaks to the MMC3 code, now Might and Magic works but SMB3 is unchanged.
Also eliminated a potential crash after attempting to load a game with an unsupported mapper.
Changes to the audio code: Excitebike and a lot of other early games that
used the sweep feature on the square wave channels should be correct now,
Super Mario Brothers finally sounds right.
Also, this works. http://kkfos.aspekt.fi/2010/11/14/4-...pulse-channel/
http://code.google.com/p/halfnes/
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January 5th, 2011, 01:29 Posted By: wraggster
Pate has posted more news concerning his Dos Emulator for the DS:
Happy New Year! Thanks for all the feedback and bug reports you have been sending from the DS2x86 alpha 0.01 version. Those will help me focus my development efforts.
DSTwo SDK frustration
Sadly, the past week was mostly spent fighting with the DS2 SDK. Just before I released the alpha version, I noticed a problem with the key reading. I could not figure out what caused the problem, but I noticed that setting the screen refresh rate to 15fps made the problem much less severe, so I did that as a first aid fix in order to get the alpha version released. On Monday this week I then began working on a small test program that would display similar problematic key reading behaviour, and after a few hours of work I managed to get exactly the same symptoms.
When quickly pressing keys (for example D-Pad up/down keys), every now and then (every 15 seconds or so) there was a period of almost half a second when no key events (presses or releases) got recognized. I first noticed this when testing Wolfenstein 3D, in which a problem like that is very annoying. My small test program exhibited the same behaviour, and also stopped updating the lower screen during some testing runs, at about the same time when the first key reading problem for that test run appeared. I sent my test program as an email attachment to the SuperCard SDK contact person "king d", but haven't yet received a reply.
I assumed the most probable cause for the problem was my using the timer interrupt to update the screens, but curiously, after I changed the test program to only update a flag in the timer interrupt and perform the actual screen update in the main loop (when the flag is on), the problem continued to appear. At that point I had no theories what could cause the problem, so I began digging into the SDK internals in an attempt to get a better understanding of how it works and what I should do to get rid of this problem.
I spent all of Tuesday deciphering the dump file and testing and debugging various things, and learned quite a lot of interesting information about the SDK internals. I first started by hooking into the main interrupt handler (the source code for which is provided by the included specs/start.S file in the SDK). I found out that the actual interrupts that the SDK uses have something to do with the GPIO2 I/O system of the processor, and are numbered 155 and 156, and the handlers for these interrupts are called cmd_line_interrupt and data_line_interrupt. I found out that the cmd_line_interrupt is called on the average 128 times per second in my test program, while the data_line_interrupt is called over 3000 times per second.
I looked at the dump file for the cmd_line_interrupt, and noticed that it reads 4 halfwords (8 bytes) from address 0xB4000000 (which is not documented in the JZ4740.h header file, so I believe it is something specific to the DSTwo), and stores these into memory area called cmd_buf32. Then it jumps to different locations in the code based on the first byte of this command buffer. Looking at what happens in the different command handlers (and testing the contents of the command buffer using my test program) I was able to determine that command 0xC3 is a key event command, command 0xC1 seems to clear the "buffer busy" flag (meaning it is some sort of an acknowledgement for a received screen or audio buffer), and command 0xC5 gets sent after every 30 seconds or so if nothing else is happening (so it might be some sort of a keep-alive or idle command).
So, finding the command 0xC3 gave me the idea of hooking directly into this interrupt (instead of using my timer interrupt) to handle key presses and releases. This should mean no missed key events, as immediately when I get the interrupt from the SDK interface I can call the ds2_getrawInput() function of the SDK, put the key event into a buffer and launch an emulated IRQ9 (which is the x86 keyboard interrupt). I did this, and the key input began to work properly in the test program, but the weird occasional hangs still remained.
On Wednesday I then continued looking into the hanging problem, and after various failed tests I suddenly noticed that I had used the wrong offset into the pmain_buf variable when checking whether the lower buffer is free! Argh! Well, I fixed this to use the correct offset, and after that my test program began to work correcly, even when updating the screen from inside the timer interrupt.
I then made the same changes to DS2x86 itself (changed the key input to use the cmd_line_interrupt hook and using the correct offset in the pmain_buf to check whether the lower screen buffer is free). Quite frustratingly, though, this did not fix the problems in DS2x86 itself. I am currently pretty much at loss as to what exactly is wrong in my method of using the SDK, as no changes I do seem to fix the problems completely. By Thursday morning I got fed up with this problem, and reverted to the same code I used in the Alpha 0.01 version (but with the pmain_buf access fix), so that it still keeps missing the key presses every now and then, but the lower screen seems to update properly. I hope I will eventually get an idea about how to fix the key input.
Improved exception handling
There is already a simple exception handling code in the 0.01 Alpha version, but I have now improved it a bit further. This new exception handling has helped me a lot while coding, as I occasionally write some severe bug in the code that crashes the system completely. Earlier when I did not have the exception handler installed the DSTwo would just hang, and then I had a lot of trouble trying to guess which of my changes caused this and why. Now I get an exact address in the code, and I also this week added some more information, like a text message describing the reason (in addition to printing "Exception 5", I print "Address error on stote at address 0x12345678!" or something like that. That will show me also the faulting data address together with the code address. I can then check the dump file to see exactly where in the code the problem is. I found a good list of the possible exception codes at some Harvard University course notes.
This exception message printing only works because I use the timer interrupt to handle the screen updating. Even when the actual emulator code has crashed and will not progress further, the timer interrupts still run and can send data to the NDS side from the MIPS side. I added some code to the specs/start.S code provided with the SDK to store the exception address, cause and failing address to global variables, and in my timer interrupt handler I can then check whether these variables are set, and if so, show the "Blue Screen of Death" on the lower screen. The code that I added to the start.S exception_handler routine looks like this:
mfc0 k0, C0_CAUSE
ori k1, zero, (0x08<<2) //Only detect SYSTEM CALL exception
andi k0, k0, (0x1F<<2)
beq k1, k0, 1f //is SYSTEM CALL exception
move a0,sp
// ----- DS2x86 addition -----
la AT, ds2x86_exception_address // Get address of the exception address store
sw k0, 4(AT) // Save exception cause
lw k1, (4*30)(sp) // Get the exception address
sw k1, 0(AT) // Save exception address
mfc0 k1, C0_BADVADDR // Failing address (on certain exceptions)
sw k1, 8(AT) // Save failing address
lw AT, (4*27)(sp) // Restore AT
// ----- DS2x86 addition -----
and in the same start.S source code I added the global variables that can then be accessed from my timer interrupt handler:
// ----- DS2x86 addition -----
.global ds2x86_exception_address
ds2x86_exception_address:
.word 0
.global ds2x86_exception_cause
ds2x86_exception_cause:
.word 0
.global ds2x86_exception_vaddr
ds2x86_exception_vaddr:
.word 0
// ----- DS2x86 addition -----
Protected mode work
On Thursday, after I got fed up with the SDK problems, I then went through some of the log files you have been sending (thanks again for those!), and downloaded a couple of games to use as a test bench when improving DS2x86. I decided to try and get the protected mode features working a bit further, so I selected three games, Zone 66 which uses a newer version of the same PMODE header that my Trekmo demo used, Jazz Jackrabbit, which uses some Borland DPMI extender, and of course Doom, which uses the DOS4GW extender used by many other DOS 386-specific games as well. To save time (as the DS2x86.plg has grown so big that it now takes about 7 minutes to FTP-transfer to my SD card), I test each of those three games, and then add all three opcodes (or other required features) before testing the three games again. Currently all three are in protected mode, and I just added support for changing the interrupt vector start address (for Zone 66), and am about to add protected mode LES opcode handling (for Jazz Jackrabbit) and the protected mode LAR opcode handling (for Doom).
Before I started work on these games, though, I increased the emulated PC RAM size, which also meant increasing the page map table. Now I emulate 16MB of RAM (1MB conventional and 15MB extended), so the 4DOS memory command shows the following. I had to fix the CPU flags handling before the 4DOS "memory" command started working at all, as my flags worked like Pentium flags so that 4DOS thought it was running on a Pentium and tried to use the cpuid opcode.
Curiously, after I had increased the PC RAM size, the keyboard reading problem got much worse. Almost every second keypress was not recognized even on the DOS prompt, and playing Wolfenstein 3D was pretty much impossible, as you had to keep clicking on the keys for several times before any key events happened. This was quite weird, and it began to look like the key reading problem has something to do with the size of the plg file, and especially with the .bss section size of the file. I looked at the symbol dump, and noticed that the main irq_table was AFTER my emulated PC RAM area (which now was 16MB, half of the total memory size of the DSTwo). So, I then spent some time looking into ways to make the linker put my emulated RAM area last in the unitialized data section. I finally found a GNU LD manual that showed me a way to change the specs/link.xn file so that my RAM area was put last. Immediately after I did this, the key reading began to work like it did before my RAM increase, so that the DOS prompt seems to work fine but Wolfenstein 3D still experiences some problems. Interesting that the location of variables in the memory causes such problems! Perhaps this the reason why my test program works fine, as it is so much smaller. But, in any case, now I have had to make changes to both of the files in the specs directory, which will probably get overwritten when installing a new SDK version, so I need to make sure I have my own copies of these files in a safe place.
http://dsx86.patrickaalto.com/DSblog.html
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January 5th, 2011, 23:46 Posted By: wraggster
Contrary to warnings recently offered by Nintendo, the 3DS does not have the potential to damage the eyesight of children under six, so say medical experts.
In response to Nintendo's recommendation that children under six should only use the system in 2D mode, a number of specialists have told The New York Times that 3D visuals present no threat to youngsters' vision.
"The fact you'd watch 3D in a theater or a video game should have zero deleterious impact whatsoever," said Dr. Lawrence Tychsen, a professor of pediatrics and ophthalmology at Washington University in St. Louis.
David Granet, a pediatric ophthalmologist at the University of California at San Diego added "I don't think that parents need to worry about kids playing video games, 3D or otherwise, from a vision perspective. The bigger question for parents is: Do you really want your three-year-old playing a video game?"
The American Optometric Association has gone one step further. It issued a statement today claiming that watching 3D visuals can actually be beneficial to kids' development.
The body declared that the 3DS "isn't necessarily bad for adults or children" and that "3D viewing may actually help uncover subtle disorders that, left uncorrected, often result in learning difficulties".
However, Nintendo is sticking to its guns. The platform holder reiterated its hardline stance on any pre-schoolers considering checking out the handheld's whizz-bang visual gimmick.
"Nintendo's position is children six and under should not use the 3D feature of Nintendo 3DS, and parents should use the Parental Controls feature to restrict access to the 3D mode," said Nintendo communications boss Charlie Scibetta.
The proof will be in the pudding. Nintendo's new console hits the stores some time in March. We'll post a man down the local optician to check for lines of sobbing sprogs clutching their peepers.
http://www.eurogamer.net/articles/20...blind-toddlers
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January 5th, 2011, 23:54 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...aad40fc61ca924
josebita realize the Beta 3 of " Wii BennuGD "promising tool for compiling games coded Bennu from any platform on Wii. It is used by no cons just like a normal homebrew, I refer you to the tutorial to use (in English).
Bennu language is a language little known in France close to the Fenix . To learn more, go to the French site of the project .
Some I've uploaded binaries I like to call beta 3. Chnage from previous beta include:
* Proper support pour la Wii Balance Board (see here for a usage example). Thanks to the guys from devkitpro for fixing this in 1.8.6 The Latest libogc
* Default sound frequency has-been changed from 32KHz to 48KHz. Had to do it Because newer versions of VLC Refused to resample audio to 32KHz The. Also Many popular Audio Program Seem To handle 48KHz 32KHz sound Much better than ones. Please note That did sound playback OGG Vorbis WAS failing, you are now Encouraged to use MP3 music formats and module INSTEAD.
* Updates from upstream Bennu. I've re-sync'ed Many Things BennuGD from upstream. Please note That this matching to build from SVN revision 146, and Not the current one (190). The Exchange Between this drift version 1.3 Support From The SDL I Added to trunk to gain iOS compatibility and I broke MOST Probably Something So latest IS code not working as expected. I'll fix this soon.
* Bennu Cdn now open websites If The user has installed the (free) internet channel.
* Some bugfixing Other misc.
Hope you enjoy The Changes And The proper balance board support and sorry for Changing the default sound freq. It was just needed.
http://www.bennugd.org/
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January 6th, 2011, 19:01 Posted By: Shrygue
via Eurogamer
Atlus has revealed that its 3DS Devil Summoner title is an enhanced port of 2009's Shin Megami Tensei: Devil Survivor, which never made it to Europe but did appear in the US in June of that year.
That's according to a report in Famitsu (where else), translated by Andriasang.
Devil Survivor is a tactical role-playing game set in modern Tokyo, which has been overrun by demons. The centre of the city has been sealed off and you're trapped inside, fighting to find out what happened and simply survive, as the title suggests.
Previously the game had a neat gimmick where the story took place over seven days and the game always ended when that period was over. The 3DS version, Devil Survivor Over Clock, adds an eighth day on top of that.
That's not the only change though – there are now over 150 demons to contend with, new skills, full voice-acting (over 20,000 lines of dialogue), several difficulty levels, new maps, and visuals improved to suit the 3DS' higher-resolution screen (e.g. easier-to-read dialogue boxes and a broader map display).
Devil Survivor Over Clock is due out in Japan this year, although obviously there's no word yet on any western plans for the game.
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January 7th, 2011, 00:10 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...872a5dab945f9c
A flash card game for Nintendo DS showing Kanjis from various JLPT levels including their reading, stroke order and compound examples with English translation. In true flashcard manner, it hides the to be learned parts. The parts like translations and (Kana)-readings can be revealed by holding down a button. A writing module is also included which does basic character recognition of both Kanji and Hiragana/Katakana on the touch screen to write out the 5 example compounds for each Kanji.
http://code.google.com/p/dskanjiflash/
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January 7th, 2011, 00:18 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6763
Added a few translatable strings.
Added German language translations. Thanks to JackyCola.
Added Italian language translations. Thanks to RebuMan.
Download Here --> http://www.dolphin-emulator.com/download.html
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January 7th, 2011, 00:18 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6763
Added a few translatable strings.
Added German language translations. Thanks to JackyCola.
Added Italian language translations. Thanks to RebuMan.
Download Here --> http://www.dolphin-emulator.com/download.html
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January 7th, 2011, 00:41 Posted By: wraggster
Quick! Somebody dig up the list of 2010 donors to the American Optometric Association -- and see if Nintendo's on there. The AOA, which represents America's "family eye doctors," has issued a press release to parents in part suggesting that Nintendo's 3DS handled "may actually help uncover subtle disorders" in children's vision when the newfangled three-dee-vice is released this year. "Difficulties with appreciating" 3DS (or other 3D devices and technology), the AOA warns, may suggest something is wrong with your kid -- like, really wrong.
These "subtle problems" could lead to "rapid fatigue of the eyes" and dreaded "loss of 3D viewing," and it could get much worse: "loss of place when reading or copying, reduced reading comprehension, poor grades and increased frustration at school" are all possible nightmares come true if your kids show signs of the "3Ds of 3D viewing" (no, really) -- discomfort, dizziness or lack of depth -- while playing 3DS. How else will you know, if you don't buy one for them immediately?
But what if your kids are too young? After all, Nintendo has warned that children under six shouldn't be playing the handheld in 3D mode. About that ... You see, "children younger than 6 can use the 3DS in 3D mode," the AOA assures, "if their visual system is developing normally." Listen to your family eye doctors, your kids could sure use a 3DS. "In moderation," of course.
http://www.joystiq.com/2011/01/05/no...ders-eye-doct/
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January 7th, 2011, 22:21 Posted By: wraggster
We know that Nintendo has been toying with 3D technology for years – since before the Virtual Boy in fact – but this week company president Satoru Iwata talked in a bit more detail about the experiments that have come and gone along the way.
Having invited Shigeru Miyamoto and Shigesato Itoi (probably best known to you as the designer of EarthBound) round for tea and interviews, Iwata revealed that the same screen technology at work in Nintendo 3DS was at one stage alive and well in a modified version of the clamshell Game Boy Advance SP.
"Making three-dimensional images that can be seen by the naked eye requires a special liquid crystal, so we tested it out by putting it in the Game Boy Advance SP," Iwata said. "But the resolution of LCD was low then, so it didn't look that great and it never made it to being a product."
One of the reasons it didn't work terribly well on the GBA SP was that "you need high resolution and high-precision technology", Iwata said, which wasn't possible back in those days (GBP SP was released worldwide in early 2003).
"We didn't have that to a sufficient degree back then, so the stereoscopic effect wasn't very sharp," he told his colleagues.
After that, Nintendo experimented further by putting "3D-compatible circuitry" in the GameCube. Apparently "if you fit it with a certain accessory, it could display 3D images".
"The liquid crystal for it was still expensive. Simply put, Nintendo GameCube could display 3D images if you attached a special LCD, but that special liquid crystal was really expensive back then," Iwata revealed.
"We couldn't have done it without selling it for a price far above that of the Nintendo GameCube system, itself! We already had a game for it, though – Luigi's Mansion, simultaneously released with Nintendo GameCube."
Nintendo 3DS is due out in Japan on 26th February and is expected to launch in Europe and North America in March. Nintendo is expected to announce full launch details at a press summit later this month – and you could be there.
http://www.eurogamer.net/articles/20...king-in-gba-sp
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January 7th, 2011, 22:21 Posted By: wraggster
We know that Nintendo has been toying with 3D technology for years – since before the Virtual Boy in fact – but this week company president Satoru Iwata talked in a bit more detail about the experiments that have come and gone along the way.
Having invited Shigeru Miyamoto and Shigesato Itoi (probably best known to you as the designer of EarthBound) round for tea and interviews, Iwata revealed that the same screen technology at work in Nintendo 3DS was at one stage alive and well in a modified version of the clamshell Game Boy Advance SP.
"Making three-dimensional images that can be seen by the naked eye requires a special liquid crystal, so we tested it out by putting it in the Game Boy Advance SP," Iwata said. "But the resolution of LCD was low then, so it didn't look that great and it never made it to being a product."
One of the reasons it didn't work terribly well on the GBA SP was that "you need high resolution and high-precision technology", Iwata said, which wasn't possible back in those days (GBP SP was released worldwide in early 2003).
"We didn't have that to a sufficient degree back then, so the stereoscopic effect wasn't very sharp," he told his colleagues.
After that, Nintendo experimented further by putting "3D-compatible circuitry" in the GameCube. Apparently "if you fit it with a certain accessory, it could display 3D images".
"The liquid crystal for it was still expensive. Simply put, Nintendo GameCube could display 3D images if you attached a special LCD, but that special liquid crystal was really expensive back then," Iwata revealed.
"We couldn't have done it without selling it for a price far above that of the Nintendo GameCube system, itself! We already had a game for it, though – Luigi's Mansion, simultaneously released with Nintendo GameCube."
Nintendo 3DS is due out in Japan on 26th February and is expected to launch in Europe and North America in March. Nintendo is expected to announce full launch details at a press summit later this month – and you could be there.
http://www.eurogamer.net/articles/20...king-in-gba-sp
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January 7th, 2011, 22:21 Posted By: wraggster
We know that Nintendo has been toying with 3D technology for years – since before the Virtual Boy in fact – but this week company president Satoru Iwata talked in a bit more detail about the experiments that have come and gone along the way.
Having invited Shigeru Miyamoto and Shigesato Itoi (probably best known to you as the designer of EarthBound) round for tea and interviews, Iwata revealed that the same screen technology at work in Nintendo 3DS was at one stage alive and well in a modified version of the clamshell Game Boy Advance SP.
"Making three-dimensional images that can be seen by the naked eye requires a special liquid crystal, so we tested it out by putting it in the Game Boy Advance SP," Iwata said. "But the resolution of LCD was low then, so it didn't look that great and it never made it to being a product."
One of the reasons it didn't work terribly well on the GBA SP was that "you need high resolution and high-precision technology", Iwata said, which wasn't possible back in those days (GBP SP was released worldwide in early 2003).
"We didn't have that to a sufficient degree back then, so the stereoscopic effect wasn't very sharp," he told his colleagues.
After that, Nintendo experimented further by putting "3D-compatible circuitry" in the GameCube. Apparently "if you fit it with a certain accessory, it could display 3D images".
"The liquid crystal for it was still expensive. Simply put, Nintendo GameCube could display 3D images if you attached a special LCD, but that special liquid crystal was really expensive back then," Iwata revealed.
"We couldn't have done it without selling it for a price far above that of the Nintendo GameCube system, itself! We already had a game for it, though – Luigi's Mansion, simultaneously released with Nintendo GameCube."
Nintendo 3DS is due out in Japan on 26th February and is expected to launch in Europe and North America in March. Nintendo is expected to announce full launch details at a press summit later this month – and you could be there.
http://www.eurogamer.net/articles/20...king-in-gba-sp
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January 7th, 2011, 22:41 Posted By: wraggster
For great old hardware products like the MOS 6502 (used in the Apple II, the C64, the Nintendo NES), the details of the designs have been lost or forgotten. While there have been great efforts to reverse engineer the 6502 from the outside, there has not been the hardware equivalent of the source code — until now. As Russell Cox states: 'A team of three people accumulated a bunch of 6502 chips, applied sulfuric acid to them to strip the casing and expose the actual chips, used a high-resolution photomicroscope to scan the chips, applied computer graphics techniques to build a vector representation of the chip, and finally derived from the vector form what amounts to the circuit diagram of the chip: a list of all 3,510 transistors with inputs, outputs, and what they're connected to. Combining that with a fairly generic (and, as these things go, trivial) "transistor circuit" simulator written in JavaScript and some HTML5 goodness, they created an animated 6502 web page that lets you watch the voltages race around the chip as it executes. For more, see their web site visual6502.org.
http://hardware.slashdot.org/story/1...mdash-the-6502
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January 7th, 2011, 22:44 Posted By: wraggster
news via http://www.nintendomax.com/viewtopic...22345aa9906a79
Dragonminded offers the Alpha version 0.21 of its audio player for the Nintendo Wii, "DragonMedia Player.
0.21 Alpha
* Added checking for correct name and share names are invalid names share
* Fixed Issues with Inability to load custom cursors
* Fixed memory leak With ym source file
* Fixed crash bug is Ejecting some media types and a song playing near a tracked module
* Fixed seek media rental flying out of whack Occur When abnormal conditions
* No Longer Shares disappear and reappearance if They Can not Be Found
Supported Formats:
Currently, this List is limited, as I Have Tried to Set Up the Application Framework Before porting codecs. I am working is getting more formats Such as aac/m4a integrated, and I am interested in. Many have strange Supporting formats as possible Even Beyond What Is Already Implemented.
Ay * * plop * gbs * gym * hes * it * kss * mod * mp1 mp2/mpa * * * nsf mp3 ogg * * s3m
* Sap * sc68 * sid * snd * * spc * NHRSs vgm * wav * xm * ym
DMP supports aussi A Few types playlist.
* * M3u pls
http://dmp.dragonminded.com/
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January 7th, 2011, 22:45 Posted By: wraggster
news via http://www.nintendomax.com/viewtopic...22345aa9906a79
Owen offers us his version 1.38a rail shooter in 3D, "Newo Shooter".
Version 1.38 - January June 2011
* 2 levels (City Asteroid Field) Score, Level Start, Title Screen and Ending Screen
* Enemies now drop power ups (yellow = weapon upgrade (4), green = santé, white = free life, white = useless)
* Still No Models, Sounds or Music
* Purple Mid-Boss (probationary stops Until Killed)
* Basic particle effects
* GRRLIB example in background plasma.
* New destructible objects, Ground plain, clouds, grass, smoke animation, gravity, death spiral
* New HUD: Your Health Bar is Green. Health Is The Enemy meter of color and The Enemy Is In The Center.
* Blue boxes of course IS end marker
* Improved frame rate, added on screen counter
http://wiibrew.org/wiki/User:Owen/Newo_Shooter
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January 7th, 2011, 22:47 Posted By: wraggster
news via http://www.nintendomax.com/viewtopic...22345aa9906a79
The Dark Master has version 1.0 of "Super Mario Bros DS Galaxy," inspired by the classic Super Mario Galaxy Wii game, not to be confused with the other project Super Mario Galaxy DS.
google translation wrote:
The game consists of exploring the planets and stars gravities own killing enemies, or get coins, or just collecting stars or fragments of them. With the Stars, Mario can continue its journey to other planets.
There are two main types of planets, the planetarium and the normal, the planetarium are not enemies planets or stars to get, but the passages between the planets, the planets are stars that are normal and enemies to conquer.
The game features several densities, from normal to vice and even horizontal, so that levels exceed incredibly interesting.
Mario continue to travel to planets stars need (you can get them in the normal planets), if you come to a planet on which we have not enough stars will return to the other and watch the stars that have not yet.
Currently, there are three ways to get the stars are:
* Find yourself a star, just ****.
* Find a good number of star, in this case, you have to collect 5 parts.
* Defeat all the enemies (excluding Bullet Bill).
* Get all the parts.
The game is not finished, has a planetarium and two normal planets, and for now, Mario has unlimited life.
http://nds.scenebeta.com/noticia/sup...bros-galaxy-ds
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January 7th, 2011, 23:24 Posted By: wraggster
News via http://iwataasks.nintendo.com/interv...o-3ds-made/0/1
Iwata:Actually, before we talk about Nintendo 3DS, I’d like to talk about the Virtual Boy system.3
Itoi:Virtual Boy!
3. Virtual Boy™: A home video game system released in 1995. Users looked into an eyepiece with a screen inside and played games displayed in 3D images.
Miyamoto:Whoa. (laughs)
Iwata:In 1995, when the Virtual Boy went out into the world, I wasn’t at Nintendo yet, but one day when I visited Nintendo, then-president Yamauchi said Nintendo had made something and he told me to take a look at it. It was the Virtual Boy system. You were with me that time, Itoi-san.
Itoi:Oh, is that so? (laughs)
Iwata:Virtual Boy was, I think, a commercial failure. Normally, I think it would have been understandable if Nintendo experienced a kind of trauma with regard to the whole 3D genre. But Nintendo continued to doggedly make attempts in 3D technology. And you could say that those attempts have now finally borne fruit. I feel like that is an interesting progression of topics.
Itoi:Nice intro! (laughs) I imagine Miyamoto-san has a unique perspective on this.
Miyamoto:Yeah, I guess I do. But…it’s complicated. (laughs)
Iwata:At the time, I was close to the company, but I was an outsider nonetheless. Miyamoto-san, however, was actually involved with it.
Itoi:It’s complicated?
Miyamoto:Yeah. (laughs) Well, as far as my position went, I wasn’t actually a central player. And that’s a little complicated, too.
Itoi:Oh, right, right. That was (Gunpei) Yokoi-san.4
Miyamoto:Right.
4. Gunpei Yokoi (1941-1997): While at Nintendo, he played a central role in developing such products as the Game & Watch handheld electronic games, the Game Boy™ handheld system, R.O.B. (Robotic Operating Buddy), and the game Dr. Mario™.
Iwata:Central to development of Virtual Boy was Gunpei Yokoi, the father of Game Boy.
Miyamoto:Let's see… To start at the beginning, at the time I was interested in virtual reality, and was one of the staff that went on and on about how we should do something with 3D goggles. I didn't exactly twist his arm, but I would talk with Yokoi-san about how (3D) goggles would be interesting.
Itoi:Yeah.
Miyamoto:But then when development of the Virtual Boy actually began, I was busy developing the Nintendo 64 system.5
5. Nintendo 64™: A home video game console released in June 1996.
Iwata evelopment of the Virtual Boy and Nintendo 64 systems completely overlapped.
Miyamoto:Right. Another complicated thing is that 3D graphics were a major theme for both Virtual Boy and Nintendo 64. Things may have turned out differently if the two devices shared their technology, but they had different purposes. If you think of Nintendo 64 as made to confront 3D head-on, Virtual Boy was using different technology to aim at enjoyment of 3D without rushing in the general direction 3D was headed at the time.
Itoi:Okay, I can see that.
Miyamoto:To be more concrete, Virtual Boy was aiming at using wire frame models6 to simulate a 3D space. If you think about the power of CPUs at the time, that makes sense. But not many games used that method of visual representation. Most of them lined 2D images up at different depths to create a three-dimensional effect.
Itoi:That’s right.
6. Wire frame: One way of achieving three-dimensional graphics. It uses only lines to represent three-dimensional spaces and objects.
Miyamoto:At the time, as I was working on the Nintendo 64 system, part of me thought we should use wire frames to render 3D graphics, but I also thought that wire frame images weren’t terribly appealing.
Itoi laughs)
Miyamoto:If nothing but wire-frame fighter craft had appeared and Mario and other beloved characters had never shown up, that would be a little sad. But if you only changed the depth of a 2D image of Mario, it wouldn’t bring out the real appeal of the Virtual Boy. So the Virtual Boy system was a complicated affair.
Iwata:Anyway, those red-and-black visuals were at a bit of a disadvantage at that time when the graphics for video games were rapidly getting richer.
Miyamoto:Yeah. But I thought of Virtual Boy as a fun toy.
Itoi:Uh-huh.
Miyamoto:It was the kind of toy to get you excited and make you think, “This is what we can do now!” I imagined it as something that people who were on the lookout for new entertainment or who could afford to spend a bit of money could buy and enjoy even if the price was a little expensive. But the world treated it like a successor to the Game Boy system.
Itoi:It’s even got the word “boy” in its name.
Miyamoto:That was also true within Nintendo. Our sales department treated the Virtual Boy as an extension of our licensing business. In other words, we sold it as something like the Famicom system.
Itoi:I see.
Miyamoto:And when you do that, selling 100,000 is just a start. But if you think of it as just a fun toy, it’s a big success if you break just 50,000. If sales generated some buzz, and crossed 100,000, then 200,000, then 500,000—quite a good pattern. Viewed like that, Virtual Boy was, I think, quite an appealing toy. To people who viewed it like that, I think that is still an appealing product. But if you place it front and center and think about the licensing business…
Iwata:In other words, if you think of it as a gaming platform.
Miyamoto:Right. When you think of it as a gaming platform, it becomes a failure.
Itoi:There was no way for Nintendo to escape it. Everyone assumes that when Nintendo puts out a machine, it must be a full-blown gaming platform.
Miyamoto:Yeah. It can’t be helped. Which is exactly why at the time I thought it was extremely important to portray it properly, including advertisements and sorts to the effect that it’s not a full-scale platform.
Iwata:But you weren’t a main player on that device, so you couldn’t say anything.
Miyamoto:I didn’t have the authority.
Itoi:So if I can come up with extremes, it may have been all right if games for Virtual Boy didn't continue to come out for years and years as it would have been an enjoyable toy for what it was.
Miyamoto:I thought that it could be enjoyed plenty enough if there were about five really good games. The most ideal scenario would have been for things from there to catch on to the point where it would be its own market by becoming a licensee business.
Itoi:Hmm. I see.
Miyamoto:Another big problem was how it looked when you played. I myself pushed to make something like it, but you're like this the whole time, peering into the Virtual Boy…
Itoi:Yeah, it’s not very cool.
Miyamoto:I thought we needed to treat it like a niche product.
Itoi:I suppose so. I would be having a hard time to make an advertisement to make it look cool.
Iwata laughs)
Miyamoto:Virtual Boy had two big tasks to accomplish, and it went out into the world without satisfying either one. It’s not so much that the machine itself was wrong as a product, but that we were wrong in how we portrayed it.
Itoi:I’m not sure how to put it, but there was no way for the Virtual Boy game console to permeate daily life. Put another way, Nintendo’s products were entertainments that had always been able to enter into everyday life. There isn’t anything particularly strange about viewing Virtual Boy as a slightly unusual toy that you can enjoy apart from everyday life, but when lined up with Nintendo’s other products, I imagine it didn’t quite fit in.
Iwata:I suppose not. If you think about it, when the Famicom system got its big break with Super Mario Bros.7 game, it was talked about as impacting people’s lives at home. Since siblings and other family members were wrestling over the controller, I guess it was a part of everyday life.
Itoi:Right, right.
7. Super Mario Bros.™: An action game released for the Family Computer (Famicom) system in September 1985.
Iwata:And Nintendo has focused even more on entering into daily life in the last few years with the Nintendo DS and Wii system, so Virtual Boy looks even more out of place.
Miyamoto:A long time ago, we did make out-of-place stuff, though.
Itoi:Yeah. Like the Love Tester.8
Iwata:The Love Tester doesn’t really fit into the family living room. (laughs)
Miyamoto:And the Automatic Ultra Scope.9
Itoi:And that thing like a batting machine…
Iwata:The Ultra Machine.10
8. Love Tester: A toy released in 1969. Released as a machine that would determine compatibility by measuring the amount of electrical current passing through people holding hands.
9. Automatic Ultra Scope: Released in 1971. A toy modeled after the periscope. The periscope runs on electricity and extends and retracts.
10: Ultra Machine: Released in 1968. An indoor pitching machine that would fire tennis table balls that could be hit with a plastic bat. Special curved balls were also used.
Itoi:If you think of Virtual Boy as an extension of such toys, you could say it is quite in keeping with Nintendo’s products.
Miyamoto:I think so too. That's why I think it would have been most ideal if it first started out as a toy, and then organically evolved to a gaming platform. However, ever since Famicom, people tend to think of Nintendo's game consoles as a set with the licensing business.
Itoi:Put another way, certain things are expected of it.
Miyamoto:Yeah, as an industry. (laughs)
Itoi:In other words, Nintendo is a company who, when it hits the mark, sells ten million of something. If you don’t sell that much, it’s considered a failure.
Miyamoto:Man, that’s tough! (laughs)
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January 9th, 2011, 01:59 Posted By: wraggster
Remember those all-night Mario Kart DS and Advance Wars marathons? Looking to recreate the magic with the 3DS? Bring a wall charger. Nintendo's just unveiled its best-case scenario figures for the 3DS' battery life, and compared with its predecessors, it ain't pretty. The official numbers are three to five hours playing per game, or five to eight if playing an older DS title (and up to three hours 30 minutes to fully recharge). So... three to eight hours under the most ideal circumstances. Let's look at the family album: the DS is 10 to 14 hours, DS Lite 15 to 19 hours, DSi 9 to 14 hours, and DSi XL 13 to 17 hours (all figures also from Nintendo). Can't say we're entirely surprised; Haus of Mario Chief Satoru Iwata's own words back in October were "it is inevitable that Nintendo 3DS will be a device which requires more frequent recharging than Nintendo DS." Think of it as an extension of the warning label. You can never be too careful, you know.
http://www.engadget.com/2011/01/08/n...me-per-charge/
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January 9th, 2011, 02:03 Posted By: wraggster
It's likely we'll find out for sure what the launch lineup for the Japanese 3DS release will be tomorrow, during the Nintendo World 2011 event. However, Inside-Games claims to know the number of titles launching with the handheld on February 26: approximately 10.
According to Andriasang's translation of the rumor post, third parties have "a large number" of games ready for the launch window, to be distributed throughout February and March. But as for day-one, between Nintendo and third parties, it'll be about 10 games. Expect them all to come from the 15 playable titles at the Nintendo World event.
The site also claims that pricing for 3DS games will run around 1,000 yen ($12) more than the standard 4,800 ($57) yen DS game price, with more expensive games (your Square Enix stuff) running 2,000 yen higher. It's hard to tell how that will translate to American prices, considering the difference in base price between America and Japan.
http://www.joystiq.com/2011/01/07/ru...ound-10-games/
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January 9th, 2011, 21:30 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12821&f=19
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January 9th, 2011, 21:30 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12821&f=19
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January 9th, 2011, 21:30 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12821&f=19
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January 9th, 2011, 21:30 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12821&f=19
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January 9th, 2011, 21:30 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12821&f=19
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January 9th, 2011, 21:42 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12818&f=19
AgentQ offers version 1.2.1 of ScummVM for the DS ( S cript C reation U tility for M aniac M Ansion V irual M achine) adventure games interpreter point'n clicks.
1.2.1 (2010-12-19)
General
- Add Hungarian translation.
- Add Brazilian Portuguese translation.
Cruise:
- Fixed a problem with Raoul appearing when examining the Book
Groovie:
- Fixed a regression that made the Russian version of T7G crash.
Lure:
- Fixed several NPC movement bugs
ScummVM DS 1.2.1
* Bugfix release - no new features
http://www.scummvm.org/news/20101219/
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January 9th, 2011, 23:08 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16164.html
The beta version of the NES emulator Nintendulator has been updated again.
Quote:
January 8, 2011
The 5 special Vs. Unisystem PPUs which swap registers $2000 and $2001 and add a special readback value at $2002 are now supported (provided your ROMs have appropriate NES 2.0 headers), and mapper 99 now works with Vs. Gumshoe.
The "Debug Information" window should no longer flicker and slow down whenever there´s a lot of stuff in it; additionally, Nintendulator will now remember whether or not said window was open when you exit and restart, and the corresponding Debug menu option will now act as a toggle.
January 7, 2011
iNES mappers #1 and #5 now support nonstandard battery-backed PRG RAM sizes specified via NES 2.0 header fields.
Additionally, Vs. Unisystem ROMs with NES 2.0 headers (and Playchoice-10 ROMs, NES 2.0 or not) will now automatically load the appropriate palette without altering your configuration.
http://www.qmtpro.com/~nes/nintendulator/
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January 9th, 2011, 23:17 Posted By: wraggster
News via http://www.ds-scene.net/?s=viewtopic&nid=10378
Currently at 1/8/2011 Nintendo World 2011 is on, and there's a bunch of updates for Nintendo 3DS, including some interesting info about the battery.
Plus some new games that might didn't shown it's face on Nintendo World.
News
3DS Launch Title
Nintendo has announced that, they will have 8 launch title for 3DS
Nintendogs+Cats (all versions) [Nintendo] – 4,800 yen
Pro Evolution 3D Soccer [Konami] – 5,800 yen
Combat of Giants: Dinosaurs 3D [Ubisoft] – 5,040 yen
Super Street Fighter IV 3D Edition (Capcom) – 4,800 yen
Samurai Warriors Chronicles [Tecmo Koei] – 6,090 yen
Tobidasu! Puzzle Bobble 3D [Square Enix] – 4,980 yen
Ridge Racer 3D [Namco Bandai] – 6,090 yen
Professor Layton and the Mask of Miracle [Level 5] – 5,980 yen
source:
New Announced Games for 3DS
Blazblue Continuum Shift II by Arc System Works
Shin Megami Tensei : Devil Survivor Overclocked by ATLUS/Index
Untitled Sequel of Tank Beat by Milestone(?)
Untitled Tactic RPG by ImageEpoch
Daisenryaku by SystemSoftAlpha
Haku Ouki 3D by Idea Factory
Karasu 3D by Milestone
Tetris Axis by Hudson
more to come...
Info about 3DS Battery Life
It seems like Nintendo has announced that their Nintendo 3DS battery only lasts averagely 3-5 Hours of 3DS gameplay, and 5-8 DS gameplay with (probably) low brightness. In addition they included Charger dock as seen on their previous Trailer on each pack of 3DS.
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January 9th, 2011, 23:20 Posted By: wraggster
Pate has released a new version of his Dos Emulator for DS (Which also requires a Supercard DSTWO )
Release notes for DS2x86 Alpha 0.02
This version does not have any major new features, mainly just some minor fixes and enhancements compared to 0.01. Here are the most notable changes:
Screen mode "Scale" works also in Mode-X graphics mode.
The upper and lower screens are swapped when using touchpad mouse.
Keyboard layout shows upper case characters when in Shift mode.
Some missing opcodes have been added, based on the log files I have received.
Screen refresh rate can be changed between 15, 30 and 60fps.
Lower screen refresh should be more robust than in 0.01 version.
Lots of protected mode work for DOS4GW, but this work is not yet finished so games using DOS4GW will not work in this version yet.
Protected mode work
I have continued adding the missing opcodes and other features for DOS4GW and other DOS protected mode extenders during the last week. After adding a few opcodes for each of the three games I tested, Zone 66, Jazz Jackrabbit and Doom, I had to drop Zone 66 from the list. That was because Zone 66 seems to go to Virtual 8086 mode to handle it's DOS needs, and I did not want to tackle that mode yet, until I have progressed much further with the plain protected mode handling. So, I continued adding features for Jazz Jackrabbit and Doom.
Curiously, both Jazz Jackrabbit (using Borland's RPM extender) and Doom (using DOS4GW) have stayed in the 16-bit 286-compatible protected mode, and have not gone into 32-bit protected mode at all. Zone 66 went into 32-bit protected mode immediately, so I had assumed that the extenders would use the 32-bit mode if it was available. However, it looks like they have been made to be compatible with 80286 processors, and thus use only the 16-bit protected mode. When I originally got my Trekmo demo ruuning, I only needed to add 32-bit protected mode features, so I have had to add quite a lot of new things to support 16-bit protected mode.
The current status with the three test games is the following:
Zone 66 is on hold until I get around to implementing Virtual 8086 mode. The DOSBox sources also mention Zone 66 in various comments, which looks to me like the game might need some special handling also in DS2x86 to get it to run properly.
Jazz Jackrabbit (and probably other games using the Borland RPM DOS extender) needs some enhancement to protected mode IRET opcode handling to invalidate invalid segment selectors. Using my special heavily modified debug version of DOSBox I have determined that after that it will encounter a HLT (halt) opcode with insufficient priviledges, which causes a General Protection Fault. Thus I also need to add proper GPF exception handling before I can progress further with it.
Doom (and other DOS4GW games) progress somewhat further, but then return to a location of code that contains only INT 3 (breakpoint) opcodes in a row, which means either some invalid memory address somewhere (more likely), or a need for handling the breakpoint instruction in the protected mode (less likely). My next step is to trace thru the execution before that happens, and compare the situation between DS2x86 and DOSBox. This might obviously take a lot of time, so I am currently adding various trace features to the DS2x86 internal debugger to help me in debugging the program flow. The game seems to progress somewhat differently during each test run, so I suspect my protected mode IRQ handling might also be somewhat broken.
I'll continue working on the protected mode features for now, so I hope you can wait a bit further for other enhancements (like high-resolution VGA screen and audio support). Those are coming, but I am currently more interested in getting some games that can not be run at all in the original DSx86 running in DS2x86.
http://dsx86.patrickaalto.com/DSblog.html
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January 9th, 2011, 23:45 Posted By: wraggster
OpenDolBoot 0.1 released by DacoTaco
OpenDolBoot is an application created during the development of Priiloader. It creates an app file out of the given Dol file. the resulted app file will be bootable by IOS/es_LaunchTitle and can be used in a title
The parameters (as shown by the -h parameter) are : OpenDolBoot Input_Dol_filename [-h] [-i] [-n nandcode_filename] Output_App_filename
-i : display info about the dol file and exit (no other parameters are required when using -i
-n : use the following nand code and not the default (internal) nboot.bin
-h : display this message
In the included package is a win32 build, a linux build(done by 32bit ubuntu 10) and the source code
http://wiibrew.org/wiki/OpenDolBoot
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January 10th, 2011, 23:36 Posted By: wraggster
Nintendo president Satoru Iwata has said that the platform holder intends to ship 1.5 million units of its new 3DS handheld in Japan by the end of March.
The company expects to ship four million worldwide in that period. Nintendo is expected to announce North American and European launch specifics on 19th January.
Over the weekend Nintendo unveiled the Japanese launch line-up for 3DS, fronted by first-party title Nintendogs+Cats.
Speaking to the Japanese edition of the Wall Street Journal (translated by Andriasang), Iwata also said that the console packaging and documentation would advise parents to avoid letting young children play in 3D for prolonged periods.
This follows advice issued by Nintendo earlier this month that children under six years old should only use the console in 2D mode – something the platform holder enforced at its Nintendo World event in Japan this weekend.
Iwata said that certain unnamed specialists believe extended 3D viewing could have a negative effect on vision in young children – something disputed by US experts last week.
Nintendo was concerned because of the way that parents allow children to use its products for very prolonged periods, Iwata said, as a kind of babysitter – but he also said that the warnings were precautionary and not meant to mean that the systems are dangerous.
http://www.eurogamer.net/articles/20...y-end-of-march
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January 10th, 2011, 23:38 Posted By: wraggster
Unlike the Wii and DS, the 3DS will have a steady stream of new software arriving post launch, Nintendo has promised.
Speaking with the Japanese Nihon Keizai Shimbun newspaper, as translated by Andriasang, Nintendo CEO Satoru Iwata said, "It's important that you be able to supply software with no pause.
"With the DS and Wii, following the titles that were released at launch, the momentum dropped when there was a gap in software releases. We're making plans so that this type of thing won't happen."
Judging by the impressive array of software announced so far for the new handheld, this might not just be an empty promise.
This weekend we learned that the console will launch in Japan next month with eight titles, with Street Fighter IV, Nintendogs + Cats, Professor Layton and the Mask of Miracle, Ridge Racer 3D and Samurai Warriors: Chronicle among the big names.
However, there's a long, long list of other stuff due in the months that follow, including Kid Icarus: Uprising, Zelda: Ocarina of Time 3D, two Resident Evil games, Starfox 64 3D, Pilotwings Resort, Metal Gear Solid: Snake Eater 3D, Mario Kart 3D and a new Paper Mario, to name but a few.
By comparison, the Wii launched with Red Steel, Zelda: Twilight Princess, Call of Duty 3 and Wii Sports, among others, in December 2006. Something of a dry spell followed until things started to pick up with Metroid Prime 3: Corruption in August 2007.
Nintendo is due to announce 3DS launch details for the rest of the world on 19th January.
http://www.eurogamer.net/articles/20...s-game-drought
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January 10th, 2011, 23:39 Posted By: wraggster
DS RPG sequel Pokémon Black/White will hit European store shelves from 4th March, according to Official Nintendo Magazine.
That's nearly six months after the game made its Japanese debut but two days before it arrives in the USA.
The latest entry in Nintendo's long-running series boasts a few relatively bold design tweaks for the famously conservative franchise, including all-new Pokémon to round up, a new visual approach and seasonal cycles.
The changes seem to have gone done very well in Japan. The twin games were the biggest selling titles of the year there, shifting a whopping 4.91 million units between them.
Eurogamer's Chris Schilling went hands-on with the title back in October and hailed its impressive depth. "If Pokémon really is a kids' game, growing up seems hugely overrated," he surmised.
http://www.eurogamer.net/articles/20...gets-euro-date
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January 10th, 2011, 23:40 Posted By: wraggster
This week's North American Nintendo downloads have just gone live.
Top of the pile is Capcom classic Ghosts 'N Goblins on Virtual Console, while Disney's intriguing driving platform game JellyCar 2 is available to purchase on WiiWare.
The European updates will follow later this week.
Here's the list:
WiiWare
JellyCar 2
Publisher: Disney Interactive Studios
Players: 1-2
ESRB Rating: E (Everyone)
Price: 500 Wii Points
Description: JellyCar 2, the hit driving platform game, is here and fully loaded with more than 30 levels, multiplayer action and much more. Play head-to-head or co-op in Multiplayer Flag, Gems and Tether modes. (Additional accessories are required for multiplayer modes and are sold separately.) Post high scores, best times and longest jumps in the Hall of Fame. With so much squishy goodness, you'll want to drive JellyCar 2 all around town.
Soccer Bashi
Publisher: Icon Games Entertainment
Players: 1-2
ESRB Rating: E (Everyone) - Mild Fantasy Violence
Price: 500 Wii Points
Description: Experience soccer of the future. Destroy the defender blocks and smash the ball into the goal to win, but watch for enemy defenders out to destroy you. A built-in game editor offers unlimited level design possibilities. Play through the 90 game levels over several different play modes, including Arcade and Customizable Tournaments.
Art of Balance (demo version)
Publisher: Shin'en Multimedia
Players: 1-2
ESRB Rating: E (Everyone)
Price: 0 Wii Points; full version available for 800 Wii Points
Description: Grab your Wii Remote controller and build a balanced stack in this physics-based puzzler. Enjoy 100 levels that challenge not only your skills but also your imagination. The game is easy to pick up and hard to put away. Play alone or invite a friend to grab a second Wii Remote (sold separately) and drop in at any time for co-op play. We even added a dedicated two-player split-screen "versus" mode for extra fun.
Note: Some demo versions do not support all game features, and players cannot save their in-game progress in demo versions.
Virtual Console
GHOSTS'N GOBLINS
Publisher: Capcom
Players: 1-2
ESRB Rating: E (Everyone) - Mild Fantasy Violence
Price: 800 Wii Points
Description: GHOSTS'N GOBLINS is a classic game that packs a heavy punch (and lance). Experience the smash arcade hit from 1985 as you help Arthur defeat hordes of monsters in his attempt to rescue the princess. This is the first (and possibly only) game in which taking a hit can reduce you to your underwear.
EXED EXES
Publisher: Capcom
Players: 1-2
ESRB Rating: E (Everyone) - Mild Fantasy Violence
Price: 800 Wii Points
Description: A retro classic from Capcom's arcade lineup from 1985, EXED EXES is a vertically scrolling shooter that's sure to bring back fond memories. Dodge bullets, collect fruit and go for high scores in one of the most furious sci-fi insectoid shoot-'em-ups ever made.
Nintendo DSiWare
Petz Catz Family
Publisher: Ubisoft
Players: 1
ESRB Rating: E (Everyone) - Comic Mischief
Price: 800 Nintendo DSi Points
Description: Care for and bond with a whole family of adorable cats. Play fun games with them, give them lots of love and watch them grow. Discover their unique talents and personalities and teach them fun tricks like running through obstacle courses and walking down the runway.
Surfacer+
Publisher: Lexis Numerique
Players: 1
ESRB Rating: E (Everyone)
Price: 500 Nintendo DSi Points
Description: Surfacer+ is easy to pick up and has totally innovative game play that's suitable for all gamers - casual and hard-core alike. Fill the screen by producing white flowers with your stylus. Control the size of your flowers and use the bonuses at the right moment. Watch out for enemies who pounce from either side of the screen. Surfacer+ will test your skill, strategy and insight. How far will you go to cover the screen?
EJ Puzzles: Hooked
Publisher: Electron Jump
Players: 1
ESRB Rating: E (Everyone)
Price: 500 Nintendo DSi Points
Description: Can you catch all the fish? Take control of your fishing boat and search the waters for the freshest fish. Be careful to catch them in the right order. If you land a fish that's too big too soon, you'll break your line. The chef is waiting for your delivery, so get out there and catch all the fish you can. EJ Puzzles: Hooked is a brain teaser with a fishing theme. Search the waters with your fish scanner. If you find a fish you can't handle yet, mark its location with a marker buoy and come back later. Your goal is to catch all the fish on the map. There are many maps to play, and each map changes every time. Can you beat them all?
http://www.computerandvideogames.com...VG-General-RSS
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January 10th, 2011, 23:40 Posted By: wraggster
This week's North American Nintendo downloads have just gone live.
Top of the pile is Capcom classic Ghosts 'N Goblins on Virtual Console, while Disney's intriguing driving platform game JellyCar 2 is available to purchase on WiiWare.
The European updates will follow later this week.
Here's the list:
WiiWare
JellyCar 2
Publisher: Disney Interactive Studios
Players: 1-2
ESRB Rating: E (Everyone)
Price: 500 Wii Points
Description: JellyCar 2, the hit driving platform game, is here and fully loaded with more than 30 levels, multiplayer action and much more. Play head-to-head or co-op in Multiplayer Flag, Gems and Tether modes. (Additional accessories are required for multiplayer modes and are sold separately.) Post high scores, best times and longest jumps in the Hall of Fame. With so much squishy goodness, you'll want to drive JellyCar 2 all around town.
Soccer Bashi
Publisher: Icon Games Entertainment
Players: 1-2
ESRB Rating: E (Everyone) - Mild Fantasy Violence
Price: 500 Wii Points
Description: Experience soccer of the future. Destroy the defender blocks and smash the ball into the goal to win, but watch for enemy defenders out to destroy you. A built-in game editor offers unlimited level design possibilities. Play through the 90 game levels over several different play modes, including Arcade and Customizable Tournaments.
Art of Balance (demo version)
Publisher: Shin'en Multimedia
Players: 1-2
ESRB Rating: E (Everyone)
Price: 0 Wii Points; full version available for 800 Wii Points
Description: Grab your Wii Remote controller and build a balanced stack in this physics-based puzzler. Enjoy 100 levels that challenge not only your skills but also your imagination. The game is easy to pick up and hard to put away. Play alone or invite a friend to grab a second Wii Remote (sold separately) and drop in at any time for co-op play. We even added a dedicated two-player split-screen "versus" mode for extra fun.
Note: Some demo versions do not support all game features, and players cannot save their in-game progress in demo versions.
Virtual Console
GHOSTS'N GOBLINS
Publisher: Capcom
Players: 1-2
ESRB Rating: E (Everyone) - Mild Fantasy Violence
Price: 800 Wii Points
Description: GHOSTS'N GOBLINS is a classic game that packs a heavy punch (and lance). Experience the smash arcade hit from 1985 as you help Arthur defeat hordes of monsters in his attempt to rescue the princess. This is the first (and possibly only) game in which taking a hit can reduce you to your underwear.
EXED EXES
Publisher: Capcom
Players: 1-2
ESRB Rating: E (Everyone) - Mild Fantasy Violence
Price: 800 Wii Points
Description: A retro classic from Capcom's arcade lineup from 1985, EXED EXES is a vertically scrolling shooter that's sure to bring back fond memories. Dodge bullets, collect fruit and go for high scores in one of the most furious sci-fi insectoid shoot-'em-ups ever made.
Nintendo DSiWare
Petz Catz Family
Publisher: Ubisoft
Players: 1
ESRB Rating: E (Everyone) - Comic Mischief
Price: 800 Nintendo DSi Points
Description: Care for and bond with a whole family of adorable cats. Play fun games with them, give them lots of love and watch them grow. Discover their unique talents and personalities and teach them fun tricks like running through obstacle courses and walking down the runway.
Surfacer+
Publisher: Lexis Numerique
Players: 1
ESRB Rating: E (Everyone)
Price: 500 Nintendo DSi Points
Description: Surfacer+ is easy to pick up and has totally innovative game play that's suitable for all gamers - casual and hard-core alike. Fill the screen by producing white flowers with your stylus. Control the size of your flowers and use the bonuses at the right moment. Watch out for enemies who pounce from either side of the screen. Surfacer+ will test your skill, strategy and insight. How far will you go to cover the screen?
EJ Puzzles: Hooked
Publisher: Electron Jump
Players: 1
ESRB Rating: E (Everyone)
Price: 500 Nintendo DSi Points
Description: Can you catch all the fish? Take control of your fishing boat and search the waters for the freshest fish. Be careful to catch them in the right order. If you land a fish that's too big too soon, you'll break your line. The chef is waiting for your delivery, so get out there and catch all the fish you can. EJ Puzzles: Hooked is a brain teaser with a fishing theme. Search the waters with your fish scanner. If you find a fish you can't handle yet, mark its location with a marker buoy and come back later. Your goal is to catch all the fish on the map. There are many maps to play, and each map changes every time. Can you beat them all?
http://www.computerandvideogames.com...VG-General-RSS
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January 12th, 2011, 00:28 Posted By: wraggster
Importers and globetrotting gamers suffered a blow today after it emerged that Nintendo 3DS software will be region-locked.
Confirmation comes from an email from Nintendo of Japan support, translated by user farnham on forum NeoGAF.
This means that software specifically created for the Nintendo 3DS will be region-locked: European software will only work on European consoles, and more importantly US and Japanese software won't.
While the move is sure to disappoint importers, it comes as no surprise. Although previous DS handhelds - and GameBoys before them - had been region-free, the DSi and the DSi XL are region-locked.
Nintendo was undecided on the matter as late as E3 2010 in June, when Nintendo of America president Reggie Fils-Aime said the company had yet to make a decision.
The 3DS is due out in Europe and the US in March, and in Japan on 26th February.
http://www.eurogamer.net/articles/20...-region-locked
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January 12th, 2011, 00:33 Posted By: wraggster
Nintendo president Satoru Iwata is to keynote GDC 2011 with a presentation entitled 'Video games turn 25: A historical perspective and vision for the future', discussing what he believes are the most important industry trends, past and future.
2011 is the year of the 25th anniversary of GDC, with Nintendo's poster boy Mario having enjoyed the same celebration last year. Iwata is a regular speaker at the conference, having appeared first in 2005 to discuss what would later become the Wii, then in 2006 and again in 2009.
"We are honoured and pleased to welcome Mr Iwata back to the keynote stage for our 25th conference," said GDC's director, Meggan Scavio.
"Nintendo continues to innovate and captivate developers and gamers alike, and we're looking forward to their unique insights into both the history and future of the game business."
GDC 2011 takes place in San Francisco from February 28 to March 4, 2011. Tickets are available now from the organisers' website.
http://www.gamesindustry.biz/article...g-presentation
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January 12th, 2011, 00:34 Posted By: wraggster
Nintendo has denied reports that it is to cease manufacturing the DSi range of home consoles due to the imminent release of the 3DS in February.
In a statement issued to press including GamesIndustry.biz, a representative for Nintendo said there are still DSi products to be launched in the UK throughout this year. An earlier report translated by Kotaku claimed the system would be dropped - although the larger DSi XL was still to be manufactured.
"We plan to still manufacture and supply DSi consoles in a range of colours in the UK in 2011," said Nintendo.
"On an on-going basis, continuing supply is based on retail and consumer demand."
The 3DS is released next month in Japan on February 26, priced ¥25,000 (£194). European and US details are to be announced next week, with a launch window of March. Nintendo is manufacturing 4 million units for the two month launch period.
http://www.gamesindustry.biz/article...-dsi-phase-out
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January 12th, 2011, 00:37 Posted By: wraggster
Nintendo president Satoru Iwata has said that the company is planning a more consistent release schedule for the 3DS, hoping to avoid gaps in the portfolio that could harm momentum.
He admitted that with past DS and Wii launches hardware sales slowed when the release schedule thinned out, and he doesn't want a repeat of those problems when the console begins shipping in Japan next month.
"It's important that you be able to supply software with no pause," said Iwata to the Nihon Keizai Shimbun, as reported by Andriasang.
"With the DS and Wii, following the titles that were released at launch, the momentum dropped when there was a gap in software releases. We're making plans so that this type of thing won't happen."
Over the weekend Nintendo revealed that of the 4 million units it intends to manufacturer for the financial year ending March 2011, 1.5 million are earmarked for Japan, while the other 2.5 million will be split between Europe and the US.
The system will cost ¥25,000 (£194) in Japan, with European and US prices and dates to be announced next week.
On launch week in Japan there will be only one first-party game for sale - Nintendogs/cats - with more releases staggered through the spring including updates in the Zelda and Pilot Wings franchises, Star Fox and Kid Icarus in summer and Mario Kart, Paper Mario and Animal Crossing later in the year.
http://www.gamesindustry.biz/article...leases-for-3ds
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January 12th, 2011, 00:44 Posted By: wraggster
Much has been made of Nintendo's 3DS warning that the six-and-under crowd should probably stick to 2D mode, and while CEO Iwata has consented that "being proactive about informing our customer.... may not necessarily be positive for our sales," the American Optometric Association has put an interesting spin on all this. The group released a statement last week -- yes, during CES madness -- asserting that 3D viewing "may actually help uncover subtle disorders that, left uncorrected, often result in learning difficulties." Not only that, but the 36,000-strong group suggested "children younger than six can use the 3DS in 3D mode if their visual system is developing normally." So yeah, Little Timmy's Christmas 2011 isn't ruined just yet, but that leaves plenty of time for a competing study to come out confusing everyone even further.
http://www.engadget.com/2011/01/11/3...defends-ninte/
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January 12th, 2011, 01:20 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...0f7a8eccb89121
Jim offers us a sixth racing tech demo for the DS, " For Physics "which features a Ferrari F40 on a Formula 1 circuit.
New version with a better control, graphic and included collision with the ground. That should be every point that I have mentioned here before.
To make use of the collision detection I have changed the track to one that has more up and downs than the Norisring and that's Laguna Seca.
Here the main points of this demo:
+ stable physics
+ better control (quicker steering and return to neutral)
+ you can see the weight distribution
+ collision with the ground
+ timing that stops the best time of the session, with 3 sectors
+ 2D map of the track with the position of the car
- no collision with the walls
- no change of speed or traction on dirt
- so you don't have to stay on track
- no drifts, only light oversteer if you brake
- framerate goes down if there are many collision detections, mainly in the last corner
http://www.jimb.de/Projects/Racing.html
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January 12th, 2011, 01:22 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...0f7a8eccb89121
Mr. Reaper provides an update of Shoot Em Up Winter " Nowell ", originally coded by Emvivre .
CHANGELOG :
Unofficial Christmas 2010 repackaged version 1.02 by Mr. Reaper
I fixed the crash that version 1.01 had when you selected "tutorial" on the start screen -- it was looking for a bmp file that didn't exist. I hex edited the elf file so it now looks for the jpg instead.
Then I re-compressed the background jpeg files and ogg files and reduced the size of this app by 15 meg! It now only takes about 10 meg on the SD card (before it was 25 meg).
And while I was repackaging everything into a nice zip file, I went ahead and improved the "tutorial" screen, slightly edited the victory screen (it said "loading"), and updated the meta.xml file.
I didn't have permission from anyone actually involved with the game to do any of this
But I think it's a fun little drunken game anyway.... Merry Christmas!
http://wiibrew.org/wiki/Nowell
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January 12th, 2011, 01:34 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...0f7a8eccb89121
Update January 2011 for WinDS PRO , PC application including 3 multi-emulators for the Nintendo DS (No $ gba / DeSmuME / iDeaS) and 1 for Game Boy Advance (VBA-M) and various tools (customizable emulator / zoom / cheat / etc ...).
Reminder: Uninstall the old version completely before installing the new one.
WinDS PRO 2011.01 Changelog:
- New DeSmuME SVN 3906 (x86 / x64)
- New VBA-M SVN 972
- New usrcheat.dat 09/01/2011
- New 7-Zip 9.20
- New Game WinDS Save Search PRO 1.0
- Added icons for Windows Explorer items
http://windsprocentral.blogspot.com/...o-201010.html/
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January 12th, 2011, 13:29 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...c395f3dd35f52c
main () offers version 1.1.0 of its application " RSSMii "which lets you receive RSS feeds of your choice directly in your mailbox Wii.
Notes on version 1.1 of the encoder:
This RSSMii 1.1 is out. It sets number 1 (the error with mxml & format in the URL) with CDATA tags. But although he had to change the syntax of the feeds.xml, RSSMii must be established again (using the HowTo Wiki page). Of course, this is not a requirement, your current subscription will continue to operate (although I can not say exactly how long, so a change is recommended). So just do feeds.xml new updates / to match the new syntax and run RSSMii. Have fun!
http://code.google.com/p/rssmii/
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January 12th, 2011, 14:03 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16181.html
byuu has released a new version of his SNES emulator bsnes.
Quote:
bsnes v074 released 2010-01-11
This release adds full low-level emulation of the NEC uPD96050 coprocessor, used by the ST-0010 (F1 Race of Champions II) and the ST-0011 (Hayazashi Nidan Morita Shougi). The former was already playable with HLE, but lacked timing emulation. The latter has never been playable through emulation before now. But as with SD Gundam GX before, you really weren´t missing much.
Please see my donations page, and send a small token of thanks to Dr. Decapitator´s Paypal address if you don´t mind. The NEC uPD96050 proved to be much more difficult than anticipated, and he had to dump the chips multiple times each, spending many days on this.
He is currently working on extraction of the Cx4 (Mega Man X2, Mega Man X3), which initial scans have shown to be an Hitachi HG51B169. Also remaining is the ST-0018, which is used by the only remaining unplayable game: Hayazashi Nidan Morita Shougi 2.
Also new in this release is my own Game Boy emulator. It is being used to provide native Super Game Boy support, built directly into bsnes. This core is released under the GPLv2, but I am willing to grant a more permissive license for other SNES emulators, if anyone is interested.
Of course I cannot compete with the quality of gambatte, and certainly not from only a weeks´ worth of work. Currently, there is no Game Boy-side sound output and there are quite a few bugs remaining in its emulation core. I would appreciate any help on this, the Game Boy is not my forte. So yes, we are taking a step back today, so that we may take two steps forward in the future. See my previous posts for more on the advantages my native Game Boy emulation core brings to the project.
As I am in a very good mood, I have posted two pre-compiled binaries this time: the first is a 32-bit Windows binary built with the faster performance profile; and the second is a 64-bit Windows binary built with accuracy profile.
Lastly, the debugger is still Linux-only, but it is now stable enough to be considered usable. Check it out if you like, compile with -DDEBUGGER to enable it.
http://byuu.org/bsnes/
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January 12th, 2011, 22:32 Posted By: Shrygue
via MCV
A number of sites have gone live with pre-orders for the Nintendo 3DS, with a placeholder price of £299 having been put in place.
Eurogamer spotted the listings on The Hut, WHSmith, Best Buy and Woolworths. What the site didn't note, though, is that all of these portals are run from The Hut's centralised system, effectively meaning it's a single listing.
Other retailers are yet to go live with a price.
Play.com and Amazon are allowing visitors to register their interest while GAME and others simply have placeholder page in place.
Concrete launch details for the machine will be unveiled next Wednesday at Nintendo's Amsterdam event. MCV has been lead to believe that the console will arrive in the UK on or around March 25th with a shelf price of £200-£230.
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January 12th, 2011, 23:44 Posted By: wraggster
It may seem like 3D sprung from the ashes of discontentment -- not to mention red / blue glasses -- but Nintendo never stopped believing. It's been secretly refining stereoscopic tech for years in the likes of the Game Boy Advance and GameCube. And while president Satoru Iwata already mentioned early last year that the GameCube had hidden 3D circuits, he recently revealed that the 3DS's autostereoscopic panel actually dates back to the clamshell Game Boy Advance SP. Which, as you might recall, also once sported a touchscreen. At the time, his story goes, LCD resolution was too low to generate a sharp image, but the optometrist-friendly glasses-free tech was already in place. Of course, if you truly want to consult the history books, you can consider Nintendo's entry into the market to be the Famicom 3D System shutter glasses pictured above... which hit stores in Japan way back in 1986. Yeah, we know.
http://www.engadget.com/2011/01/11/n...oscopic-scree/
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January 12th, 2011, 23:48 Posted By: wraggster
Listings for the Nintendo 3DS have popped up on UK retailers, including The Hut, Best Buy, Woolworths and WHSmith, offering "pre-order deposits" with a March 18 date. According to these sites, the handheld will be available in blue, black and red. As MCV points out, however, all these sites pull their listings from The Hut's database, so they're essentially all from the same source. (Duplicate 3DS listings on all the sites, featuring a March 25 release date, have been removed since we first looked at these retailer sites.)
Earlier this morning, the sites had listed a placeholder price of £299 (about $466) for the 3DS, but as of publishing, the RRP has changed to £249 ($388). For comparison, the DSi XL is priced at £159.99, roughly $250 by today's currency exchange rate. In the US, the XL's MSRP is $169.99, suggesting that, if Nintendo uses the same strategy of using roughly the same numerical price in pounds and dollars, the 3DS price could be set around the $250 mark, when it's expected to be announced by Nintendo next week. That is, if the UK price here is accurate.
MCV notes that it has been "lead to believe" that the once listed March 25 release date is going to be the real one, and that the 3DS price will be somewhere between £200–230 ($312–359). We hope that turns out to be closer to the truth, for our UK readers' sake. Nintendo will hold a European 3DS event in Amsterdam next Wednesday, at which point we should find out.
http://www.joystiq.com/2011/01/12/uk...-march-18-249/
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January 13th, 2011, 00:56 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6836
Executable memory above 2GB is okay on a 32-bit machine.
Fixes issue 3913.
The underlying problem, however, is that PanicAlert GUI popups
are broken on 32-bit Linux. I haven't looked into why that is.
Download Here --> http://www.dolphin-emulator.com/download.html
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January 13th, 2011, 00:56 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6836
Executable memory above 2GB is okay on a 32-bit machine.
Fixes issue 3913.
The underlying problem, however, is that PanicAlert GUI popups
are broken on 32-bit Linux. I haven't looked into why that is.
Download Here --> http://www.dolphin-emulator.com/download.html
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January 13th, 2011, 01:43 Posted By: wraggster
SDL MAME Wii 0.6 released by Toad King
SDL MAME Wii is an Arcade Emulator based on SDLMAME. Many games for early arcade boards can be played with varying amounts of success.
Changelog
0.6 - January 12, 2011
Compiled with libogc 1.8.6, USB loading should be faster now if you have IOS58
Changed video code around. Most games get a speedup or remain the same from this, but at least one (frogger) is slower for some reason.
Widescreen support
Fixed some games giving duplication errors and causing the emulator to exit
http://wiibrew.org/wiki/SDL_MAME_Wii
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January 13th, 2011, 21:51 Posted By: Shrygue
via MCV
Following confirmation earlier this week that eight games will launch alongside the 3DS in Japan on February 26th, Nintendo has now dated a further 16 games that will be out in the month that follows.
As reported by Andriasang, seven games have been given definitive release dates:- March 11th: Super Monkey Ball 3D (Sega)
- March 17th: Tom Clancy's Splinter Cell 3D (Ubisoft)
- March 24th: Dead or Alive Dimensions (Tecmo Koei)
- March 24th: Gundam The 3D Battle (Namco Bandai)
- March 24th: Rabbids Time Travel (Ubisoft)
- March 31st: BlazBlue Continuum Shift II (Arc System Works)
- March 31st: Pro Baseball Famisuta 2011 (Namco Bandai)
Also given a speculative 'March' release date are the following titles:- Asphalt 3D Nitro Racing (Konami)
- Pro Baseball Spirits 2011 (Konami)
- The Sims 3 (Electronic Arts)
- Tsukurou Ponta no Gardens 3D (Electronic Arts)
- Shanghai 3D Cube (Sunsoft)
- Naruto Shippuuden Nin Rittai Emaki! Saikyou Ninkai Kessen!! (Takara Tomy)
- Virus Shooter XX (Dorasu)
- Steel Diver (Nintendo)
- Nikoli Puzzle (Hmaster)
Absent from the list are any of Nintendo's big-name franchises such as Kid Icarus, Starfox, Mario Kart, Ocarina of Time, Paper Mario and Pilotwings. We're also still waiting on dates for Capcom's Resident Evil duo, Konami's Metal Gear Solid and THQ's Saints Row.
As revealed last week, the following titles will launch alongside the device at the end of next month:- Nintendogs+Cats
- Super Street Fighter IV 3D
- Winning Eleven
- Professor Layton and the Mask of Miracle
- Ridge Racer 3D
- Combat of Giant Dinosaur 3D
- Puzzle Bobble 3D
- Samurai Warriors Chronicle.
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January 13th, 2011, 23:56 Posted By: wraggster
Nintendo's 3DS is sticking with the DS and Wii's cumbersome Friend Codes online matchmaking system, if early impressions of Capcom's Street Fighter IV 3D Edition are to be believed.
According to a preview of the portable brawler featured in Japanese games mag Famitsu, as translated by Andriasang, you'll need to trade Friend Codes if you want to challenge buddies online.
There are also options for anonymous matchings via "Quick Match" and "Custom Match" features.
The magazine makes no mention of whether the system will be universal to all 3DS titles or if it's unique to Capcom's game.
Nintendo declined to offer further clarification when contacted by Eurogamer and directed us back to Capcom. Perhaps all will become clear at the platform-holder's impending Amsterdam 3DS event, scheduled for 19th January.
Nintendo first introduced the Friend Codes set-up at the DS's launch back in 2004. It requires users to enter a 12 digit code, unique to every game, whenever they want to play online with a friend.
http://www.eurogamer.net/articles/20...eturn-with-3ds
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January 14th, 2011, 01:19 Posted By: wraggster
In the latest excerpt from Nintendo's "Iwata Asks" interview about the 3DS, Shigeru Miyamoto excitedly revealed that "Iwata-san also wants to include 3D video in the future!" Iwata tempered that exclamation by saying, "I think it will be fun if we're able to include video recording capabilities with future updates." Clearly, that's no guarantee that such a feature will be added to the handheld's 3D camera functionality, but if Iwata thinks it would be fun, then don't be surprised if you find yourself shooting low-res 3D video with your 3DS at some point in the future!
Later in the interview, Hideki Konno joined the group and discussed the StreetPass feature in Nintendogs + Cats. "When you're using StreetPass and exchange data with someone, in walk mode, that person's Mii is walking whatever puppy he or she has chosen," Konno explained. "Then your Miis and puppies talk and exchange gifts." The feature is designed to imitate the random meetings of people walking their dogs on the street ... without having to actually meet random people walking their dogs on the street.
http://www.joystiq.com/2011/01/13/ni...pdate-for-3ds/
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January 14th, 2011, 01:21 Posted By: wraggster
Not all 3DS games will have to make use of the device's 3D capabilities, Nintendo has revealed.
Answering a question from Earthbound creator Shigesato Itoi in a new Iwata Asks interview as to whether the handheld will be compatible with DS cartridges, Nintendo guru Shigeru Miyamoto explained, "It's compatible with software for previous Nintendo DS systems, which will be viewed in the 2D mode.
"New game cards, however, will be specific to Nintendo 3DS, but whether they will be in 3D or not is basically up to the maker, just like how much to use the touchscreen was up to developers for Nintendo DS."
The Mario creator went on to explain that he thought it was too much to expect all developers to immediately start developing in 3D.
"Suddenly requesting all the game developers to only make 3D games on game cards exclusive to the Nintendo 3DS from now on would really raise the hurdle for them.
"We thought it would be better for developers, as well as players, if they could do as they please depending on the software, having images jump out just a little or making games based significantly on 3D."
Nintendo's new handheld is expected to launch in Europe and the US in March, with an official release date to be announced on 19th January at a showcase event in Amsterdam.
http://www.eurogamer.net/articles/20...-will-be-in-3d
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January 14th, 2011, 02:02 Posted By: wraggster
Goomba is a Gameboy emulator for the Gameboy Advance. Beyond the advantage of being able to store many games on one cart, Goomba also includes save states and customizable borders. At least, my fork does. Also available are many palettes, along with the ability to make your own.
The process to actually included custom borders can be quite complex, so I've created a tutorial which should help guide you through the process. Currently this project is somewhat ongoing. The most probable future release would include a cheat finder of some nature. But, it will probably be a while before any attempts to add this are made.
2011-01-10 - Support GBC preset palettes. Renamed the included GBC palettes.
http://kuwanger.net/gba/goomba/
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January 14th, 2011, 22:38 Posted By: wraggster
Perhaps if there was some sort of Brundlefly-style gadget mix-up five years ago, the outcome would look like this: an HTC Hermes jammed inside a GameBoy Advance housing. This prototype, presented by Windows Phone Hacker, features some fun changes that make it feel more like your beloved handheld gaming console, and less like your dated Windows Mobile Pocket PC, including a startup GIF animation of the original GameBoy Advance boot screen, custom software that keeps the OS in landscape mode, and custom notifications and ringtones from the Mario games. Also included is PocketGBA emulator for playing GameBoy Advance ROMs on the phone itself. Of course, this is just the beginning of the project: we look forward to seeing a version where the buttons work! In the meantime, check out the thing in action after the break.
http://www.engadget.com/2011/01/14/g...y-who-built-i/
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January 14th, 2011, 23:28 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...0170f5174402d5
Metatarsal offers version 1.03 of " PacMan E ", excellent adaptation of the famous arcade game" Pac-Man "for the Nintendo DS.
I started this game early summer 2010, blasted at it for a week or so then left it pretty much untouched for a few months, spent another week or so on it and then didn't come back to finish the last bits off until now, January 2011. It has been a great project to work on for programming, pixel art, game design, problem solving and more skills and through it I've come a long way in improving myself. If I were to recode I'm sure I could do a lot of things better now but I am ready to shelf it and move on to bigger projects.
The 'sound effects' I took from the original arcade game, copyright for them belongs to Namco.
The music in the game is a song called 'Exhale' by Mr.Lou of Dewfall Productions, found at the site http://indiegamemusic.com/, which is a fantastic resource.
I made my graphics using MSPaint and Photoshop when I needed more zoom. I've found DSGM a really useful tool for prototyping pixel art, especially animated works also.
It's not perfect, and I know about some rare and hard to produce bugs (why I had to avoid saving the high score) but without a rewrite they aren't feasible to correct at this stage. In any case I hope you enjoy playing, the making of it was a blast.
http://dsgamemaker.com/dsgmforum/vie...php?f=14&t=147
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January 15th, 2011, 23:55 Posted By: wraggster
Man, what is it about the Aliens franchise that makes its video game adaptations so easily cancelable? Long, long before Obsidian's Aliens RPG ended up on the cutting room floor, Square had its own unreleased entry into the franchise: A 1987 side-scrolling action game for the Famicom Disk System (the disk-loading NES attachment which never quite made it stateside).
A ROM for the canned title recently appeared online; you can check out some footage from an emulated version of the game over at 1UP. It actually doesn't look too terrible -- though back in 1987, we really only had room in our hearts for one unstoppable, alien-obliterating heroine, and that room was totally already spoken for.
http://www.joystiq.com/2011/01/15/sq...stem-uncovere/
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January 17th, 2011, 20:28 Posted By: wraggster
Breaking: the 3DS is compatible with the DSi and DSi XL power cable.
This is huge.
Also, 3DS game boxes are slimmer than DS game boxes. Repeat: your shelves haven't grown; your game boxes have been on a diet.
These tidbits come from a GoNintendo roundup. This also tells us the Street Pass feature - which talks to other 3DS owners while dormant in your pocket - can transfer data for up to 12 games at once!
Street Pass transfers happen on a fundamental system level but have parental controls to limit your kids' 3DS chatter capacity, apparently.
The 3DS also allows you to bring up the home menu and browse online or take notes while playing a game.
Japan will play Nintendo's 3DS first from 26th February. The West (and Australia) must wait until sometime in March.
The price: ¥25,000 (converts to £190) - the most expensive DS yet.
http://www.eurogamer.net/articles/20...si-power-cable
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January 17th, 2011, 20:45 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...e68909b47d0f8c
Awesomisoft offers version 0.4.7 of " DS App Studio , "FDI to facilitate the development of homebrew on Nintendo DS.
Awesomisoft was creating a new Easy to use Homebrew developing program called DS App Studio
DS App Studio uses a programming language he made called DSAL(DS Application Language) that makes making DS homebrew development easier for beginners. Here is a piece of code that shows that language:
Code: Select All
start2D(256, 256);
say("Hello, World!");
wait();
endif();
http://www.awsomisoft.com/index.html
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January 17th, 2011, 21:04 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16212.html
The NES emulator My Nes has been updated.
Quote:
Version 2.1.0.0 :
==================
* New optimized code that isolate the nes engine from the windows interface, now it´s
more flexable and easy to be ported into another platform.
* Included SlimDX library with the binary.
* Added DirectX video mode
* Added DirectX sound mode
* DirectX input instead of SlimDX, so you can use My Nes without SlimDX !!
* Added sound changable modes (SlimDX and DirectX)
* Easy to switch video modes, sound modes and control profiles using the new menu items.
* Added x4, x5, x6 window sizes
* My Nes runs faster with new optimized code, using buffers for video rendering instead
the call of RenderPixel method.
* Fixed sound timing which caused garbages in the sound playback.
* Fixed save state feature which caused My Nes to hang.
* Fixed ppu x scroll and nametable reload bits update times.
http://sourceforge.net/projects/mynes/files/
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January 17th, 2011, 21:16 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16218.html
The beta version of the NES emulator Nintendulator has been updated again.
Quote:
January 16, 2011
Project files for Microsoft Visual Studio 2010 have been added, and several code changes have been made to ensure that everything still compiles, including changing the build paths once again.
Unlike the existing project files for Visual Studio 2003, these produce only Unicode binaries, as executables produced by Visual Studio 2010 cannot be run on any operating system prior to Windows XP SP3.
http://www.qmtpro.com/~nes/nintendulator/
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January 17th, 2011, 21:17 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16221.html
The NES emulator HalfNES has been updated.
Quote:
HalfNES Version Notes:
0.024 (1/16/2011)
-Added proper options dialog for changing screen size and keymappings
(but you need to restart the emulator to apply the new settings - will fix that
sooner or later but I need to write code to completely rebuild the window first.)
-Removed the old INI file - now settings are saved in your home folder
-Now remembers the position of the window and the last folder you loaded a ROM from
-Fixed a few more bugs in the graphics code so now the intros of Solstice and
Ninja Gaiden look the way they should.
http://code.google.com/p/halfnes/
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January 17th, 2011, 22:07 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
For the past week I have been adding the protected mode opcodes for the games I have been using for my tests. The current status of the test games is as follows:
Zone 66 is still on hold, waiting for my implementation of the Virtual 8086 mode.
Jazz Jackrabbit is also on hold, waiting for some improvements to the protected mode segment handling and then for the addition of proper General Protection Fault handling. This is a bit bigger issue so I have not worked on Jazz Jackrabbit any further during the past week.
After putting those two games on hold, I wanted to add a new game to test so that I can hopefully add two different opcodes before testing the new version again. I took Warcraft II as the other game. However, pretty soon I had to put it on hold as well. It turns on the 386 CPU paging system, which is yet another feature that needs a lot of extra work to support. I had thought that only Windows would use the paging (virtual memory) system, but looks like some games do that as well.
Doom is currently progressing fine. It is already in 32-bit protected mode, using the flat memory model, so hopefully it just needs more of the 32-bit opcodes implemented to actually run. Currently it looks very promising, but of course I may encounter something difficult to implement at any moment.
The problem in Doom that I mentioned in the previous blog post, where it jumped to a row of INT 3 opcodes, turned out to be a simple issue. I had forgotten to remove an instruction pointer masking (to a 16-bit value) from one of the jump opcodes I copied from the 16-bit protected mode code, so when Doom attempted to jump to offset 0x00101234 (near the beginning of the extended memory) it jumped to 0x00001234, which happened to have some data containing 0xCC (INT 3) bytes. However, after fixing this issue and adding a few new opcodes, I fought for two days with a problem where Doom suddenly attempted to return from a subroutine to a segment that was not marked executable. Finally after a lot of debugging I found the problem in my LEA opcode handling. I had used the output register as a temporary register in the opcode handler, which was not a smart thing to do when the input and output registers could be the same register! For example, with opcode LEA EBP, [EBP+12], both the input and output register is EBP. I first loaded the immediate byte 0x12 into the output register (EBP), then added the input register (EBP) value to that and finally put the result to the output register (EBP)! After fixing this problem I have been able to add opcode after opcode without any new problems.
Pretty much all of yesterday went to other things besides working on DS2x86. I rearranged the furniture in my appartment, which also meant rerouting all the cabling for my home theater system. That took quite a long time, so I had practically no time left to do any programming. Finally today I have been adding the opcodes that Doom needs, but it keeps encountering new opcodes that I haven't yet implemented for 32-bit protected mode.
That's it for this short update, let's see if I can get Doom actually running by the next weekend!
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January 17th, 2011, 22:40 Posted By: wraggster
PattView Wii 0.1 Alpha released by VashGH
Well, it's here everybody! PattView Wii, the long-awaited Wii Homebrew release of the popular Animal Crossing: City Folk (Let's Go to the City!) pattern editing application. Fans of the PC application will find that the experience they're used to is now streamlined for use with the Wii Remote. First time users will find it incredibly easy to hop in and edit all of the game's 316 patterns. More experienced users can use some of the advanced tools to lay out murals and create beautiful works of art without limiting themselves with the built-in palettes.
http://wiibrew.org/wiki/PattView_Wii
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January 18th, 2011, 20:37 Posted By: wraggster
Nintendo has clarified rumours that its impending 3DS handheld would include regional restrictions.
While not claiming an absolute lock-out for games from other territories, it did confirm in a statement to Eurogamer that "There is the possibility that Nintendo 3DS software sold in one region will not function properly when running on Nintendo 3DS hardware sold in another."
As such, it advised purchasers only used hardware from their own region.
This is apparently because "Nintendo has developed different versions of Nintendo 3DS hardware to take into account different languages, age rating requirements and parental control functionality, as well as to ensure compliance with local laws in each region."
The device will see different hardware for Japan, the US and Europe.
http://www.gamesindustry.biz/article...lock-confirmed
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January 19th, 2011, 21:57 Posted By: Shrygue
via IGN
Nintendo said today it will launch the 3DS in the United States on March 27, 2011 for $249.99.
Folks in Europe can get their hands on the device a few days earlier on March 25. Nintendo said European pricing will be set by retailers. HMV and GAME list the 3DS price at £229.99, while Play has it listed for £219.99.
The announcements came during the company's worldwide press events held in New York City and Amsterdam. Nintendo of America President Reggie Fils-Aime said that during the system's launch window - between the launch of the 3DS in March and E3 in June - that more than 30 first and third-party 3DS games will be released. Europe will see more than 25 games during the same time period.
"Nintendo 3DS is a category of one – the experience simply doesn't exist anywhere else," Fils-Aime said. "You have to see Nintendo 3DS to believe it. And it's like nothing you've ever seen before."
Nintendo also detailed many new features and software pre-installed in the 3DS.
Friend codes are now specific to each 3DS console, not each game. Exchanging friend codes will allow you to check your friend's list at any time to see who's online and what they're playing.
Also included is the Mii Maker application, allowing you to use the 3DS camera to take a picture of yourself and automatically be turned into a Mii. Other software includes Face Raiders, which asks users to "shoot at funny depictions of their own faces," and a pedometer that, while in Sleep Mode, will let users earn Play Coins by walking to be traded in for additional content in compatible games and applications.
The Nintendo eShop, which won't be available at launch, is a virtual store where you can purchase certain Nintendo DSiWare, 3DS, Game Boy and Game Boy Color titles. The eShop is a cash-based system where you can either enter your credit card information or purchase pre-paid cards.
Six augmented-reality cards will also be included, where superimposed 3D images can be put on display by pointing the 3DS' outer cameras at them. Nintendo notes that developers can "use this technology to add creative new experiences to their games."
The 3DS will launch in two colors - Cosmo Black and Aqua Blue.
Nintendo did not provide a list of games that will be available on launch day, however.
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January 19th, 2011, 22:01 Posted By: Shrygue
via Eurogamer
It looks like the 3DS's online store, dubbed the Nintendo eShop, won't be online in time for the system's launch.
According to a Nintendo press release, the handheld's digital game emporium won't be usable out of the box and will be added in "through a system update".
Not only that, but you won't immediately be able to transfer your DSiWare games across to your new handheld either. That service "will be provided after the hardware's launch."
We've reached out to Nintendo for clarification and will update when it responds.
Nintendo offered a few more details about the eShop at its 3DS event in Amsterdam earlier today. It will offer access to DSiWare, exclusive digital 3DS games and classic Game Boy and Game Boy Color titles.
There's no confirmation on what vintage offerings Nintendo has lined up for the service, but monochrome platforming classic Super Mario Land can be spied in official screenshots.
You'll also be able to view game trailers, download demos and rate your purchases.
Nintendo confirmed that the eShop will use "a cash-based system". Sorry folks, no bartering. Users can either input credit card details in the shop or purchase a Nintendo 3DS Prepaid Card on the high street.
The 3DS is finally due to hit European shelves from 25th March. It's going to be quite expensive.
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January 19th, 2011, 22:19 Posted By: Shrygue
via 1up
Japanese publisher Kadokawa Games released the first info today on Tenku no Kishi: Rodea, the latest title from Yuji Naka's Prope studio and the first to be released on the Nintendo 3DS.
Rodea, which will be hitting both the 3DS and Wii systems, offers flight-based gameplay that's a bit like Naka's 1996 classic Nights, except with more emphasis on shooting enemies and taking down enormous bosses. Control on the Wii version is handled entirely with the remote -- instead of directly controlling Rodea, you point to onscreen locations and tap the B button to direct him over there. A, meanwhile, is the attack button; you can press it down to fire at will, or point to objects or enemies and hit A to target them.
"I've always wanted a game that captured the wonder of flying through the air, the sort of thing everyone's dreamed about at least once in their lives," Kadokawa producer Hitoshi Hasegawa told Famitsu magazine. "The idiosyncracies of player and camera control have always been a problem with that, but with his unique perspective and experience, Naka has been able to find a solution for us."
Rodea's story and world design is being handled by Takumi Miyajima, a game-industry veteran who's worked on RPGs like Tales of the Abyss and Arc Rise Fantasia. The game is set in a fantasy world where two kingdoms compete for natural resources. The titular character, an android who's just been woken up after 1000 years of stasis, is thrown into the midst of this conflict and has to figure out which superpower to side with as he fends off his pursuers.
"The developers wanted a story that both kids and adults can identify with," Miyajima said to Famitsu, "and so I wanted to emphasize the bonds and other feelings that people have for those they encounter in their lives. Seeing how Rodea, this mechanical creation with a very pure emotional outlook on the world, interacts with the other people in his world is something I think players will really enjoy."
No release date has been given for either version of Rodea yet.
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January 19th, 2011, 22:19 Posted By: Shrygue
via 1up
Japanese publisher Kadokawa Games released the first info today on Tenku no Kishi: Rodea, the latest title from Yuji Naka's Prope studio and the first to be released on the Nintendo 3DS.
Rodea, which will be hitting both the 3DS and Wii systems, offers flight-based gameplay that's a bit like Naka's 1996 classic Nights, except with more emphasis on shooting enemies and taking down enormous bosses. Control on the Wii version is handled entirely with the remote -- instead of directly controlling Rodea, you point to onscreen locations and tap the B button to direct him over there. A, meanwhile, is the attack button; you can press it down to fire at will, or point to objects or enemies and hit A to target them.
"I've always wanted a game that captured the wonder of flying through the air, the sort of thing everyone's dreamed about at least once in their lives," Kadokawa producer Hitoshi Hasegawa told Famitsu magazine. "The idiosyncracies of player and camera control have always been a problem with that, but with his unique perspective and experience, Naka has been able to find a solution for us."
Rodea's story and world design is being handled by Takumi Miyajima, a game-industry veteran who's worked on RPGs like Tales of the Abyss and Arc Rise Fantasia. The game is set in a fantasy world where two kingdoms compete for natural resources. The titular character, an android who's just been woken up after 1000 years of stasis, is thrown into the midst of this conflict and has to figure out which superpower to side with as he fends off his pursuers.
"The developers wanted a story that both kids and adults can identify with," Miyajima said to Famitsu, "and so I wanted to emphasize the bonds and other feelings that people have for those they encounter in their lives. Seeing how Rodea, this mechanical creation with a very pure emotional outlook on the world, interacts with the other people in his world is something I think players will really enjoy."
No release date has been given for either version of Rodea yet.
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January 19th, 2011, 23:34 Posted By: wraggster
3DS software will sell for £39.99 at launch, retailer GAME has confirmed.
Other vendors are coming in a little cheaper though - Gamestation is currently asking £32.99 per title.
GAME told Eurogamer it will announce "amazing bundles and fantastic trade-in shortly."
Nintendo just confirmed that the console will be available in the UK on 25th March. A full list of launch titles hasn't been made available yet, but the platform holder is promising more than 25 games for the system by early June.
We'll update the story when more prices come in.
http://www.eurogamer.net/articles/20...l-for-GBP39-99
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January 19th, 2011, 23:36 Posted By: wraggster
The Nintendo 3DS is going to set you back somewhere in the region of £230 when it goes on sale in March. Some of you reckon that's rather steep. Nintendo? Well, the platform holder believes you're actually getting a great deal.
Nintendo UK chief David Yarnton told Eurogamer that the price tag reflects the system's unique entertainment offering.
"It's still really good value," he insisted. "The fact it's a 3D entertainment device – you can't get anything that's 3D at that sort of price without having to wear glasses as well. Get that one in."
Yarnton went on to explain that he believes the price of the new handheld stands up favourably against the iPhone and other smartphone devices.
"If we go back a few years, when we first launched the DS in 2004, 2005, people looked at us and said, wow, this is unusual, it's got a touch screen. Who's going to buy this at whatever price it was at the time?
"It was the same with Wii. People looked at that and said it's all in a different direction. Now with 3D we've been disruptive again and innovative.
"To me, people will look at [the 3DS] and say this offers something I can't get anywhere else. It's the same with all the other products we had. It was an experience they could have with our products that they wouldn't get anywhere else.
"As much as there's a plethora of devices out there for all sorts of things, you can't get a 3D gaming experience on anything else apart from the 3DS," he continued, before adding that Nintendo's gaming credentials also helped set the machine apart from smartphone competition.
"It's not just that. It's the other parts of it, too. If you look over time, we've never professed to be anything else apart from a gaming company. That's what our expertise is: developing, we think, really good games and consoles for them to be played on."
Elsewhere in the interview, Yarnton explained why Nintendo had chosen to let retailers set the price rather than announcing a universal RRP.
"It's just that we don't set the retail price. Someone can sell our products for whatever they want to. We don't control that," he said.
"But we've had a look online. We've been talking to retailers and they've been told their cost prices now. They've established price and we've been told, looking online, that it's anywhere from £220 to £229."
The 3DS is due to launch in Europe on 25th March.
http://www.eurogamer.net/articles/20...lly-good-value
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January 19th, 2011, 23:37 Posted By: wraggster
Nintendo has confirmed reports that all 3DS games will be region-locked.
When asked to explain the decision at today's 3DS event in Amsterdam, Nintendo UK boss David Yarnton told Eurogamer it was all down to varying regional content.
"There are a number of different factors that come into it," he explained. "Part of it is, when you're looking at the software and the different areas, what additional features are included that may not necessarily be available in other territories.
"For example, we might have one territory where there's downloadable content that's not necessarily either suitable or we don't have the means to do it in another territory. So therefore it may not be compatible.
"The other thing is, if we look at it at on a regional basis, we have to be very conscious of – the customer may not really care about this, but different territories have different ratings. We're very conscious of making sure we tow the line as far as government goes there. In Europe we've got PEGI. In Australia there's a different rating. America's got a different rating. Japan's a different rating.
Yarnton did offer a glimmer of hope that the situation might change in the future.
"DVDs are also region locked. It's nothing new. I know people would love to sample the box of chocolates from everywhere, but at this stage... As time goes on, who knows what's going to happen."
Although Nintendo home consoles have long since featured region locks, the 3DS is its first handheld to limit where users can purchase their games.
http://www.eurogamer.net/articles/20...ds-region-lock
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January 19th, 2011, 23:40 Posted By: wraggster
Nintendo's released the trailer it showed during its 3DS conferences earlier today that showcased gameplay footage of many of the system's launch window titles.
Completely new levels of Starfox, Zelda: Ocarina of Time and Paper Mario 3DS can be seen, and much more. Be ready with that pause button to check them out it detail.
Nintendo today confirmed the 3DS will be out in UK on March 25, but kept hush on an official price.
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January 19th, 2011, 23:48 Posted By: wraggster
Nintendo has cast a light on its sales figures in the Spanish and Portuguese market, revealing a significant market share in those territories.
In a Iberian press conference (as reported by GoNintendo), the firm revealed hardware sales of 1.3 million and software sales of 6.39 million over 2010. Respectively, this comprises 55.7 and 44.7 per cent of the Spanish and Portuguese market.
In additional, the DS's sales of 5.3 million units make it the best-selling console in Spanish history, and taking a 67.9 per cent share of the market.
However, overall Nintendo saw a 6 per cent decline in sales during 2010.
http://www.gamesindustry.biz/article...ftware-markets
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January 19th, 2011, 23:52 Posted By: wraggster
Nintendo has finally revealed the price point and exact release dates for its much-anticipated 3DS handheld console, and announced that 25 new games will go on sale at the same time.
The new hardware will weigh in at $249 in the US, and hit stores on March 27 there - with the UK and Europe seeing it two days earlier on March 25, although no official European price was detailed.
However, retail chain HMV is offering preorders of the device for £230, while Play.com has gone for a £220 price point.
GAME has since told GamesIndustry.biz that it plans on a £230 tag, with games costing £40.
The news was revealed during a preview press conference, which took place in Amsterdam and was hosted by UK TV personality Jonathan Ross.
The company also announced a host of other details on games and services, including two key partnerships in the UK - firstly with BT, which will enable the console to receive updates via its network of wifi hotspots.
And short form 3D sports content will also be available for download for 3DS owners, generated by Sky - with more specific details to follow in the coming months.
It was also announced that Aardman Animation would be creating a series of short films featuring Shaun the Sheep, especially for the 3DS.
Nintendo of Europe's director of marketing, Laurent Fischer, discussed the new Streetpass technology that will allow the 3DS to discover other consoles and share gaming data. Specifically, he outlined plans to allow users to add friends via a code that requires inputting just once.
Using this Streetpass technology, Capcom also announced that it would be possible to play Super Street Fight IV 3D Edition against anyone, anywhere and at any time across via a wifi connection.
Meanwhile, the company's commitment to third party developers for the 3DS - an area that's come under fire in the past, particularly from publishers that have struggled to compete with first party franchises - was underlined by Nintendo of Europe president Satoru Shibata, who was joined on-stage by Ubisoft president and CEO Yves Guillemot to praise that support.
New games announced included PES 2011 3D was announced by Konami, while Tecmo Koei's Team Ninja took the wraps off of Dead or Alive Dimensions.
http://www.gamesindustry.biz/article...re-3ds-details
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January 19th, 2011, 23:53 Posted By: wraggster
Nintendo has confirmed a list of titles which will should be on shop shelves before E3 in June this year, with more unconfirmed titles expected to join that list in the interim.
Nintendo especially is expected to confirm some more first part games to join the list below. Alongside those games will be a selection of pre-installed apps, many of which will be able to run whilst a game is running in a suspended state in the background.
These apps include a notepad, friends list and notification system, while other programs, such as the Face Raider app which Nintendo mentioned at its Amsterdam event, will require the system's full attention.
The games confirmed so far are:
Paper Mario 3D
Animal Crossing
Nintendogs + Cats
Steel Driver
Pilotwings Resort
Super Street Fighter IV 3D Edition
Resident Evil: The Mercenaries 3D Edition
The Sims 3
Madden NFL Football
PES 2011 3D – Pro Evolution Soccer
LEGO Star Wars III The Clone Wars
Ridge Racer 3D
Super Monkey Ball 3D
Thor: God of Thunder
Puzzle Bobble Universe
Samurai Warriors: Chronicles
Dead or Alive: Dimensions
Tom Clancy's Ghost Recon Shadow Wars
Tom Clancy's Splinter Cell 3D
Rayman 3D
Asphalt 3D
Combat of Giants: Dinosaurs 3D
James Noir's Hollywood Crimes
Driver: Renegade
Rabbids 3D
Retailer GAME has suggested to GamesIndustry.biz that games will cost £39.99 in the UK.
http://www.gamesindustry.biz/article...-before-june_0
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January 19th, 2011, 23:55 Posted By: wraggster
Nintendo has said that the high price of the 3DS handheld in the UK won't stop the system from being the company's biggest hardware launch to date.
Speaking at the 3DS conference in Europe today, Nintendo UK general manger David Yarnton told GamesIndustry.biz that there are no consumer electronics on the market that compare to the 3DS, and that quality of content will prove the asking price - which climbs £250 when the hardware is bought with one game.
"Indications that we've had so far from retail is that they are really happy with the price and demand indicates it will be our biggest launch in terms of hardware," said Yarnton.
"The DS for us was huge in 2005 and in 2006 the Wii was even bigger. Retailers - especially with the environment they are in - are right behind it. It's a new format. In the last ten years, the innovation that we've bought to the market, people may have looked at the price to begin with but it was soon forgotten because of the quality of the product and the content that's available."
Although Nintendo in North America set a RRP of $249 for the system, in the UK Nintendo has only committed to a trade price, leaving retailers to set their own price points around £219-£229.
"If you look at the value proposition, there's not a 3D entertainment device in the market at that price point. Not only a device that you can play games on but as a communication device, being able to download content with some of our partners like Eurosport and Sky," added Yarnton.
Earlier in the month Nintendo president Satoru Iwata said the company plans to ship 4 million units of the 3DS worldwide, with around 2.5 million earmarked for the US and Europe. Although Yarnton was unable to discuss final stock numbers for the UK, he did say that Nintendo should be able to honour all launch pre-orders.
"We're comfortable with the stock we've got and retailers are too. One of the things we're working with retail on, and is really important as far as we're concerned, is pre-orders with our customers so that we can make sure the stock is in the right places and we don't just go and give stock willy-nilly to the market.
"We need to make sure we can satisfy that consumer demand. So pre-orders are really important and that's how we're looking to allocate second chances of stock based on the retailer pre-orders. We're pretty confident we'll be able to guarantee whatever they pre-order," he said.
Addressing the marketing issues of selling a system where the 3D effects can only be appreciated with hands-on time rather than more traditional TV advertising, Yarnton said Nintendo would step-up sampling activities, and target up to 500,000 consumers from launch until the Easter sales period.
"We've had huge sampling experiences on Wii and DS in the past and we properly started that whole touring the product, we've been doing that for years. With 3DS it's going to be the biggest sampling campaign that we've ever done.
"We're looking at between 4-500,000 consumer samples up to Easter this year. And because we're doing a combination of not only interactive in stores but also consumer events, and then samples in shopping centres... we see the opportunity as so important. How do we explain the 3D? We can paint a picture but until you actually experience it you're not going to see the full value of it. Sampling is huge, it's a major investment for us."
http://www.gamesindustry.biz/article...launch-to-date
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January 20th, 2011, 00:08 Posted By: wraggster
Ever try to do multiplayer on a DS game? We're really sorry to hear that. It's a mess of lengthy friend codes that does more to discourage online play than enable it. That's going away with the 3DS. At Nintendo's 3DS press event in New York the company announced a new system where there's only a single code, assigned per-console and registered only once. You'll have a single group of friends and, when they pop online in a new game, you'll see them there. No need for multiple multiple lists and, we hope, less of a need for Tylenol.
http://www.engadget.com/2011/01/19/n...uty-in-unific/
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January 20th, 2011, 00:14 Posted By: wraggster
Nintendo has refuted our attempts to wrangle 3DS game pricing info so far, but retailer listings may be shedding some light on the subject. We hope you weren't hoping for a standard price point, because it looks like there's some wiggle room. A review of GameStop and Amazon listings reveals 3DS prices of either $39.99 or $49.99 in the US. Meanwhile, Eurogamer reports that UK retailer Game has confirmed the standard software price will be £39.99 in the region, though other UK retailers have prices listed as low as £32.99. Finally, we perused Amazon France and spotted prices of €49.95 and €59.95.
The disparate prices between titles matches up with pricing in Japan, though it is a bit more standardized. We'll keep poking Nintendo for official details.
http://www.joystiq.com/2011/01/19/re...t-40-50-in-us/
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January 20th, 2011, 00:18 Posted By: wraggster
At the 3DS live event in Europe, Nintendo has just revealed that the 3DS will feature 3D video content from several different partners, including the EuroSport network, Sky and Aardman Animations. Sky will be providing "short form" 3D content for the device, while Eurosport will provide sports content (obviously). Animation studio Aardman -- known for the Wallace & Gromit series -- will create short episodes of Shaun the Sheep that will be exclusive to 3DS.
Nintendo announced that it's also in talks with other partners for special video content.
http://www.joystiq.com/2011/01/19/3d...an-sky-in-eur/
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January 20th, 2011, 01:35 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16230.html
The beta version of the NES emulator Nintendulator has been updated again.
Quote:
January 18, 2011
As it turns out, my code changes from October 29, 2010 violated relevant guidelines - the appropriate place to store data is indeed within Application Data. This change has thus been reverted, and any data in My Documents will automatically be moved back to Application Data when Nintendulator is opened.
In order to properly accomodate for the difficulty of actually locating the savestate folder, a new menu option "Browse Save Files" has been added to the File menu which will open an Explorer window to the appropriate path; similarly, if any files could not be migrated to the Application Data folder, Explorer will browse to the old location to simplify cleanup.
http://www.qmtpro.com/~nes/nintendulator/
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January 20th, 2011, 23:47 Posted By: wraggster
Hollywood cigar-chewers are finally taking Nintendo seriously, and it's all thanks to the 3DS, CEO Satoru Iwata has claimed.
Speaking in the latest Iwata Asks Q&A on Nintendo's site, Iwata explained how film studios were very excited about the 3DS's potential as a portal for 3D movies and trailers.
"People making 3D content today are having trouble because of a lack of output," he explained. "There may be an outlet at movie theaters, but not in televisions at home. While 3D televisions are on sale, I don't think 3D televisions requiring the use of special glasses will catch on that quickly.
"As a matter of fact, when we show Nintendo 3DS to people in Hollywood, they're intensely interested. I think lots of people would be happy if they could watch things like 3D movie trailers on their Nintendo 3DS."
At E3 last year, Nintendo showed trailers for a number of 3D movies playing on the device, including How To Train Your Dragon and Tangled, revealing that deals had been struck with Disney, Dreamworks and Warner Bros. to deliver their 3D films to the handheld.
Elsewhere in the interview, Iwata's sidekick Shigeru Miyamoto went on to speculate that this fruitful new working relationship with the film business could lead to more film tie-ins with Nintendo IPs.
So far, the platform holder's only dalliance with Hollywood was the execrable 1993 Super Mario Bros. movie but that could all change if the movie business supports the platform.
"Game developers used to have a complex about Hollywood," Miyamoto said. "There was an atmosphere of inequality, but recently Hollywood is taking Nintendo seriously.
"A long time ago, there used to be a lot of unusual projects out there - off the beaten path, you might say - that wanted to use Nintendo's characters in that way, but these days lots of people say quite seriously that they want to make movies of Nintendo's characters. I suppose one attraction is the wide range of ages covered by our fans.
"If those kinds of people seriously work with Nintendo 3DS, some interesting things could happen," he teased.
http://www.eurogamer.net/articles/20...erested-in-3ds
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January 20th, 2011, 23:49 Posted By: wraggster
Nintendo has revealed more information about the eShop - a rethought download store for its impending 3DS handheld.
While the new device will support the old DSiWare to some extent, its new digital channel will offer the likes of demos, videos and user ratings, as well as a version of the Wii's Virtual Console dedicated to Game Boy and Game Boy Color titles.
Purchases will no longer be made with virtual currency, as on DSi and Wii, but with a real-world cash system. Nintendo Points purchased on other systems will not be usable on the 3DS eStore.
However, Nintendo of America marketing manager Bill Trinen suggested to Joystiq that the eShop was very much a secondary concern to retail, with full 3DS games not yet planned for download availability. "I think, right now for us, the digital shop content is focusing on growing the digital ... distinguishing from the retail content in terms of what it offers."
Trinen also hinted that the eShop may not be released simultaneously with the 3DS itself. "In terms of specific announcements or when it's going to actually be available, we'll go into more detail on that as we get closer to the launch date."
http://www.gamesindustry.biz/article...ails-3ds-eshop
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January 20th, 2011, 23:53 Posted By: wraggster
The battery life on the 3DS will be as little as three to five hours, according to Nintendo estimates via Kotaku.
Answering pressing questions for the new machine, Kotaku reports that estimates for the console's battery life will take a hit from using the 3D mode, with the screen brightness up high and wireless mode activated.
Shutting down 3D alone could extend battery life to up to eight hours, estimates Nintendo, while shutting off wireless features, dimming the screen or running the system in a so-called 'power-save mode' will extend play time even further.
Elsewhere in the report, the more keen-eyed among you may have spotted the alarmingly short power cables attached to the 3DS' recharge 'cradle'.
But Nintendo says the inconveniently short wire on the demo units are "for illustrative purporses only," meaning final units should come with leads of a more acceptable length.
And just to make extra sure you're happy, it also revealed that the new handheld will be fully compatible with the current DSi charger, so keep one of those handy too, just in case.
Nintendo's recent 3DS press event blew open details of the console's launch, which sits at March 25 for UK, and March 27 for US.
http://www.computerandvideogames.com...VG-General-RSS
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January 21st, 2011, 00:32 Posted By: wraggster
News via http://retroactionmagazine.com/retro...make-released/
Pixel Force: Halo, a PC game made in the style of an NES arcade platformer, has been released by Eric Ruth Games. Based on the original Halo: Combat Evolved Xbox game, Pixel Force: Halo successfully shows us how the game might have looked and played had it been released back in the day when the NES ruled the land. The default keyboard setup of the WADS keys may be slightly off putting, but this can be remedied with the freely available Joy2Key, with which you can map any key to a controller button. The game looks great, plays great, it’s free and there’s a fine interview with Eric Ruth, all at Piki Geek.
http://blog.pikimal.com/geek/2011/01...eleased-today/
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January 21st, 2011, 22:28 Posted By: wraggster
Contrary to speculation, the 3DS's digital download store and internet browser will be up and running from launch, Nintendo has confirmed.
A Wired report earlier this week claimed that the new handheld's eStore would not be ready on the day of release and would be added in later via a firmware update.
However, a spokesperson for Nintendo told Eurogamer today that although neither an internet browser nor the eStore would be included in the console's "initial firmware" they will be "updated on day one".
The eStore is where you'll be able to download DSiWare titles, retro Game Boy classics, game demos, trailers and new digital titles made exclusively for the 3DS.
Nintendo hasn't confirmed a full line-up for the portable's Virtual Console equivalent, however, screenshots indicate that Super Mario Land and Zelda: Link's Awakening will both be available at some point.
The Nintendo 3DS launches across Europe on 25th March.
http://www.eurogamer.net/articles/20...ady-on-day-one
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January 21st, 2011, 22:32 Posted By: wraggster
Nintendo UK boss David Yarnton has defended his company's decision to region lock the 3DS and its games by claiming that the decision is at least partly down to DLC support and the difference in international ratings systems.
Speaking to Eurogamer in an interview, Yarnton also compared the region locking to that of DVDs, which has long been accepted as common practice.
"There are a number of different factors that come into it. Part of it is, when you're looking at the software and the different areas, what additional features are included that may not necessarily be available in other territories? For example, we might have in one territory downloadable content that's not necessarily suitable or we don't have the means to do it in another territory. So therefore it may not be compatible," the executive told Eurogamer.
"The other thing is, if we look at it at on a regional basis, we have to be very conscious of - the customer may not really care about this - but different territories have different ratings. We're very conscious of making sure we toe the line as far as government goes. In Europe we've got PEGI. In Australia there's a different rating. America's got a different rating. Japan's a different rating.
"The other part, DVDs are also region-locked. It's nothing new. I know people would love to sample the box of chocolates from everywhere, but at this stage... As time goes on, who knows what's going to happen?"
The decision to lock Nintendo's newest handheld, meaning that games purchased from outside your geographical region won't play on a locally bought 3DS, surprised and many disappointed some, who were hoping to import niche titles from Japan. These hopes were dashed by an attendant PR in the Eurogamer interview, who responded unequivocally to the line of questioning.
"All games will be region locked."
http://www.gamesindustry.biz/article...to-ratings-dlc
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January 21st, 2011, 23:44 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...4e0cdf223c1047
chintoi offers the 0023 version of " IkuReader ", new ebook reader for Nintendo DS.
Features:
- txt and fb2 file formats
- UTF-8 text encoding
- horizontal and vertical layouts
- TrueType fonts
- read from either both screens or just one. Backlight of inactive screen will be turned off to save battery life
Some notes:
The spot you are reading at is saved every time you open menu.
You can have your books in subfolders.
Text justification can be turned off.
You can set any number of bookmarks.
The program is opensource.
Reported bugs will be fixed!
http://code.google.com/p/ikureader/
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January 21st, 2011, 23:46 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...4e0cdf223c1047
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January 23rd, 2011, 21:52 Posted By: wraggster
Tired of your crummy, ground-floor apartment's view of that dank, garbage-strewn alleyway? Here's a clever solution for your scenic dilemma: Just install some virtual windows which, using a Wii Remote, can detect your movements and provide you with a number of stunning, head-tracking vistas.
Said technology is current under development by a tech-savvy couple who were recently highlighted by Reuters. The "Winscape" technology still needs a few refinements -- for instance, the necklace you have to wear to have your movements tracked is horrific, though that might be remedied when the couple switches out the Wiimote with a Kinect unit. Check out a video demonstration of the technology over on Reuters.
http://www.joystiq.com/2011/01/22/wi...rtual-windows/
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January 23rd, 2011, 21:56 Posted By: wraggster
With Wednesday's 3DS launch Nintendo (and Jonathan Ross) finally answered the last few questions hanging over its ground breaking 3D handheld.
With all the hype surrounding a device, which Nintendo claims will blow us all away (we get a lot of that), it's one of the most anticipated gaming entities coming this year.
3D in your hands, without glasses? What's the catch? Well, depending on how you look at it, there could be a few.
First of all there's the region lock; a controversial feature when it comes to handhelds. It's a decision Ninty have made have parental control reasons, since different regions have different rating systems. That's fair enough but the by-product is that keen importers of games will be stopped at the gate. The Nintendo faithful in particular have always followed developments and this move could hurt them.
Then there's the 3-5 hour battery life. For those of you who are going to be making full use of the 3D effect and extras like wi-fi, is a three hour stint before a hefty recharge going to be enough?
Then there's the price. Nintendo's left it to the retailers' discretion and it looks like those retailers have settled on a number just over the 200 mark. It's looking like a great bit of kit but we know many of you will have been hoping to spend something on the other side of £200, are you willing to pull out the extra notes?
Depending on how you feel about the above, these could be deal breakers or just minor qualms. There's no question that the Nintendo 3DS is unique in the amount of intrigue and novelty it creates but is it enough?
Let us know your thoughts on the 3DS launch, the price tag, the first few titles and whether you're still thirsty for a bit of handheld 3D.
http://www.computerandvideogames.com...VG-General-RSS
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January 23rd, 2011, 22:25 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...2cf3c0ab5fddca
Vinz Da offers 1.0c version of " Warheads: Scorched Earth ", a remake of the DOS game" Scorched Earth "video game artillery round by round for the Wii.
What is it ?
Warheads is an original game looking like Scorched Earth, a popular game of 90's developed by Wendell Hicken. Today, I propose this remake for Wii.
"WarHeads : Scorched Earth" is a turn-based battle in two-dimensional random terrain, with each player adjusting the angle and power of their tank turret before each shot. Number of weapons and power-up give a tactical dimension to the game. The weather also impact the trajectory of missiles and create infinite situation
http://davinz_ecode.perso.sfr.fr/
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January 23rd, 2011, 23:11 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16254.html
Project64K is a Nintendo64 emulator with Kaillera support.
Quote:
Project64k Version 0.17
* New Features
- 2,000 Max Cheats
- New logo
* Bugs Fixed
- Lin Audio plugin fixed
- iNput64 fixed
- Windows Vista crash error fixed
*Notes
- Cheats will lag if too many are on
- Windows 7 and Vista users can not use some plugins.
Posted by smasherx74 at 9:27 AM 2 comments
Project64k 0.16
Posted by smasherx74 On Saturday, November 13, 2010 0 comments
Project64k Version 0.16
I would like to say I´m happy to make this update again. I got my old files on my old computer back so I could update the emulator again and I think it´s a lot better now. More updates to come in future. I hope you continue to follow the NEW Project64k versions.
* New Features:
- Direct64 added
- iNput64 added
- New RDB
- New RDX
- New Cht file
- Rice video plugin error FIXED
- Kailleraclient Update
- Less memory usage
- Default 8mb processor
- Rom compressor
- New icon and New logo
*Notes
- Online play can now support 24mb ROM files!
Posted by smasherx74 at 10:10 PM 0 comments
Project64k 0.15 / 0.14 / 0.14 Beta
Posted by smasherx74 On Tuesday, June 8, 2010 1 comments
Project64k Version 0.15
* Bugs
- GFX / Audio plugin over load error.
* New Features:
- Updated RDB
- Kailleraclient Update.
- Glide64 older versions added.
- Darkmans Input added.
- New Audio plugins added.
- New RSP update.
- Redone Source code
- Binary updated.
*Notes
- Kailleraclient may be updated regularly, Please check with the kailleraclient updater weekly or daily.
- CPU usage spikes when playing Golden eye, Perfect Dark, and Donkey Kong 64.
- Rice Video Plugin may not work on 32bit windows 7 / vista OS.
------------------------------------------------------------------------------------
Project64k 0.14 (Stable Version)
Second release:
* New Features:
- Updated to last Ownasauras kaillera client that allows to use any ping.
- Updated Project64.rdb file.
- Updated old windows 95 visual style to windows xp visual style.
- Updated logo, icon and other things.
- Rice Video Plugin added.
-------------------------------------------------------------------------------------------
Project64k 0.14 (BETA Version)
First release:
* New Features:
- Updated RDB.
- Choose able GFX plugin and audio Plugin.
- Binary update.
- Kailleraclient Update.
- Glide64 added.
Known issues:
- Current GFX plugin error when overloading plugin.
Notes:
- Major League Baseball Featuring Ken Griffey, Jr. can be played without speed issues and high hardware requirements using Rice Video Plugin.
- Goldeneye 007 missions can be played without speed issues and high hardware requirements using Rice Video Plugin or Glide64. Glide64 shows almost all textures.
- Pokemon Puzzle League can be played without texture issues with Glide64.
http://pj64k.blogspot.com/
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January 23rd, 2011, 23:23 Posted By: wraggster
News via http://dsx86.patrickaalto.com/DSblog.html
It has been two weeks since I released the 0.02 version, and I had planned to release the 0.03 version today. However, I have only been working on the protected mode opcodes and features for Doom, which does not yet run, so I decided against releasing a version that has pretty much no noticeable improvements. This weekend would have been a good release weekend, as I need to take a trip next weekend and won't be able to release a new version then either. So, you need to wait for at least two more weeks for the next release. Sorry about that, but things don't always work according to plan.
I have managed to make Doom progress a lot further than what it did last weekend, though. It performs the DOS4GW protected mode stuff fine, and begins running the Doom-specific initialization stuff. I am currently at the machine state initialization (which detects mouse, joystick and other hardware of the system). It uses some new protected mode opcodes that are a little bit more difficult (and error-prone) to add, so I need not to rush when adding them. This is what the Doom startup screen now looks like in DS2x86 (my BIOS output routine seems not to handle the TAB character properly, instead of moving the cursor it draws the font of ASCII character code 9):
I have also gone through the debug logs that you have sent, and have added the problems in them into my TODO list. I haven't actually implemented any of the needed fixes yet, though, as I have been concentrating on getting DOOM to run. There are many unsupported opcodes in the logs which I have added for Doom, though, so many of the games you have been testing will progress further in the version that is able to run Doom. Thanks for taking the time to test DS2x86 and send me the error logs!
I hope I can get Doom and some other protected mode games running during the next two weeks. I also need to add proper unit tests for the new protected mode opcodes in the near future, as I have spent a couple of days hunting for bugs that a unit test would have found immediately. Creating the unit tests will take several weeks, though, and I'd rather get a new version released first and then start working on the unit tests.
Thanks again for your interest in DS2x86, and sorry for the no-release blog post!
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January 23rd, 2011, 23:30 Posted By: wraggster
So you’ve long since mastered Super Mario Bros. and it no longer challenges you? Have you tried playing it from right to left? That’s what Backwards Mario is all about. The first portion of the hack is getting the image to display backwards. He’s working with an old CRT television, which uses a magnetic ring to aim the electron gun at the screen. By swapping the left and right wires from that ring you can flip the image horizontally. Now Mario will be travelling right to left, but the controller buttons will send Mario the wrong direction on screen. This is a snap to fix, just crack open the controller and swap the signals for the left and right buttons. Now it’s time to fall in love with the classic game all over again, just like [JJ's] doing in the video after the break.
http://hackaday.com/2011/01/23/backwards-mario/
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January 23rd, 2011, 23:34 Posted By: wraggster
Goomba is a Gameboy emulator for the Gameboy Advance. Beyond the advantage of being able to store many games on one cart, Goomba also includes save states and customizable borders. At least, my fork does. Also available are many palettes, along with the ability to make your own.
The process to actually included custom borders can be quite complex, so I've created a tutorial which should help guide you through the process. Currently this project is somewhat ongoing. The most probable future release would include a cheat finder of some nature. But, it will probably be a while before any attempts to add this are made.
Goomba Paletted v2.40 - 2011-01-23 - Support DGBMax palettes. Add palettes, borders, and tools from Marc. Fixed some bugs.
http://kuwanger.net/gba/goomba/
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January 24th, 2011, 00:43 Posted By: wraggster
News via http://wii.gx-mod.com/modules/news/a...p?storyid=3031
Until now, users of 4.3 does Wii could not hack their consoles without any of the 3 games fault containers include:
- Lego Indiana Jones: The Original Trilogy
- Yu-Gi-Oh! 5D's Wheelie Breakers
- Super Smash Bros. Brawl (NTSC only)
Did not count on Crediar teaches us today that he is about to be a feat for the game "Hannah Montana - The Movie."
Knowing that the 3 games listed above sell for gold on canvas and as Hannah Montana - The film that does not cost ten euros Enough to delight users with small means, but do not waste time because it's a safe bet that prices will suffer a sharp increase shortly.
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January 24th, 2011, 23:37 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...07db0992bcae99
MJaoune moved to version 0.81a " God Pocket DS "for the Nintendo DS adaptation of the management game originally developed for the iPhone .
v0.81a Changelog:
-Added a new weather (Dark Clouded).
-Fixed the glitch that caused the last pygmy to be not movable.
-Added Rain. (Requires Dark Clouds).
-Fixed the glitch that caused the VRAM to get full.
To Do:
-Blowing into the microphone will result in a hurricane. (Suggested by Jivel1)
-Add a tree to let you throw coconuts at the islanders. (Suggested by Crazzy1)
The game completion is: %45
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January 24th, 2011, 23:39 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...07db0992bcae99
DrZoidBerg offers version 1.1 of its adaptation of the flash game " BASE jumping "for the Nintendo DS.
Change log (v1.1):
Second version:
-Fixed the bug where you still have orange rather than blue eyelids when you have a false start and have just blinked.
-Added the purple layout background in.
-Added a menu with fade in and out transitions.
-Tweaked a few values like the gravity and speed the parashoot comes out and how slower you get when you use the parashoot the X position you are at and some other things.
-You can now either pass or fail the test.
-Changed the font.
-Credits
-Music
-Added my cool new logo
More but I have forgotten.
http://www.palib-dev.com/forum/index...ic,1098.0.html
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January 24th, 2011, 23:51 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16261.html
byuu has released a beta version of his SNES emulator bsnes.
Quote:
bsnes v074.11 beta released 2011-01-24
As most of you know, bsnes development is a real-time process, and I have a very limited number of beta testers. As a result, sometimes official releases are known to have some various regression bugs. It´s unfortunate, but with a development team of one, it´s the best I can do.
Sometimes there are very substantial changes that really warrant more testing, however. And v075 will be one such release.
I´ve completely rewritten and simplified the S-CPU memory mapping subsystem, and it is now capable of one-byte granularity in mapping. Doing this required rewriting all memory mapping for every special chip, most notably for the SuperFX, SA-1 and BS-X. From my limited testing, things seem okay, but I would really appreciate if some of you wouldn´t mind giving the beta a go and testing for any regressions.
There are some nice things waiting for those willing: fullscreen support was re-added, you can toggle it via the F11 shortcut key. The SHA256 sum for the ST-0011 coprocessor was fixed. The old SHA256 sum from v074 was for an image that had a few unfortunate bit errors that broke the AI. Super Game Boy emulation has been improved significantly: many fixes to interrupts and the STAT register allow many more games to be fully playable. Legend of Zelda: Link´s Awakening, Sagaia, and my personal favorite, Shin Megami Tensei: Devichil - Black Book are all fully functional now, among others.
There is still no Super Game Boy sound emulation at this time, however. There really aren´t any sane docs about how to go about emulating this chip at the full 4MHz. I could really use some help if there are any Game Boy emulator authors out there.
You can download the new beta at the Google Code page. Please report any bugs or regressions you encounter on my forum, so that they can be fixed for v075 official. Thanks in advance!
http://byuu.org/bsnes/
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January 25th, 2011, 00:47 Posted By: wraggster
News via http://www.neoflash.com/go/index.php...d=395&Itemid=1
This is the new 2.6 core for the SNES Myth cart. The current menu (0.55) doesn't yet make use of any features in the 2.6 core. ....or at least it wasn't supposed to
I realized after I had released the 0.55 menu that I had forgot to remove some code, so VGZ playback will currently only work if you have the new core. I'll fix that in the next menu. Nothing else should be affected.
What's new in 2.6
The short story:
It allows for slightly better Inflate (unzip) performance, which can be used for improving loading times of zipped ROMs and VGZ files.
The long story:
Writing 8-bit data to the Myth's PSRAM doesn't work the same as for the SNES's own WorkRAM. ............................
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January 25th, 2011, 01:04 Posted By: wraggster
News via http://www.romhacking.net/forum/inde...pic,12084.html
Lazy Shell v3.4 has been released. *This is now 64-bit and 32-bit supported and vastly superior to older versions*
INTRODUCTION
Lazy Shell is a third party .NET application written in the C# programming language which is capable of editing a wide range of elements within the Super Mario RPG (US) ROM image file.
PROGRAM REQUIREMENTS
*Microsoft .NET Framework 3.5 or higher must be installed on the system for the application to run at all.
*Minimal system requirements: 1GB of RAM, 10MB of hard drive space.
Lazy Shell was first released 2 years ago, and has been a project for nearly 4 years. It has made huge improvements since its first release due to strenuous debugging sessions, positive (and negative) community feedback, numerous bug reports by users, and in-depth experimentation through full, partial, and demo hacks. I imagine there are still probably some more bugs to sort out, but this is as good as it’ll get unless users decide to report any bugs they encounter in this thread. Also, I highly recommend checking out the palette editor’s effect features, which is capable of doing many neat things that might ease the creation of new palettes and “palette swaps” of levels and sprites. Another mention is that you can mirror/invert an entire battlefield simply by selecting it, right-clicking and clicking “Mirror” or “Invert”. It somewhat gives the battle system a new feel/appearance.
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January 26th, 2011, 01:31 Posted By: wraggster
The 3DS remake of Zelda: Ocarina of Time will be out "when it's ready" and, in any case, there are more than enough launch games to satisfy the needs of core gamers picking up Nintendo's new handheld on day one, according to the platform holder.
In an interview with MTV, Nintendo US chief Reggie Fils-Aime explained, "Mario, Zelda - all of those titles are coming. From our perspective, we like to launch titles when they're ready. And so they'll be ready, they'll be ready soon. Just not in that initial time period of late March to early June."
Reggie added that the launch line-up is robust enough to satisfy the needs of serious gamers without the presence of Link and co.
"I would say 'Super Street Fighter 4,' I would say 'Dead or Alive,' I would say 'Madden' and I would say, yes, the three first-party launch games that we have, as well," he listed-off, highlighting a third party slate which he believes "is the best we've ever had for the launch of a new system."
Regarding those three first party titles, he added, "Between 'Nintendogs + Cats' and 'Pilotwings,' those two franchises, either on the original DS or on other legacy systems like the NES or Super NES, have sold tens of millions of copies. Those two franchises have a lot of strength all by themselves."
Then, in an impressive display of nonsense-speak, he singled out in-house curio Steel Diver for special mention.
"'Steel Diver' is a brand new experience, and from a compelling standpoint, we think it's awfully compelling."
As one of the first new IPs to emerge from Nintendo's EAD genius factory in aeons, the submarine sim certainly isn't to be sniffed at, even if it remains something of an unknown quantity at present. Take a look at the screens below to get better acquainted.
The Nintendo 3DS launches on 25th March, though the much-ballyhooed Ocarina of Time revamp doesn't have a release date as of yet. Johnny Minkley's hands-on impressions should help you with the wait.
http://www.eurogamer.net/articles/20...ree-3ds-launch
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January 26th, 2011, 01:52 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...9600420d469c9a
MJaoune moved to version 0.81a " God Pocket DS "for the Nintendo DS adaptation of the management game originally developed for the iPhone .
v1.0b Changelog:
-Added lightning. (Requires Dark Clouds)
-Added a Tornado. (Requires Dark Clouds)
-Added a lightning sound.
-Improved some Graphics.
-Fixed some glitches.
To Do(Fan suggestions):
-Add a tree to let you throw coconuts at the islanders.
-Add more sounds.
-Add more weathers.
The game completion is: %45
http://www.pocketgodds.co.nr/
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January 26th, 2011, 01:56 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...9600420d469c9a
Joshua Corvinus offers version 0.8 of " Pie Chart! "Wii clone of the famous arcade game Pacman .
Version 0.8
Upgrades from previous version:
* 2 player mode! Now you can play with a friend to conquer the mazes!
* A full soundtrack supplied by the industral band DYM (http://www.enterdym.com).
* Fixed some ghosts not playing the death sound when they eat the player.
* Fixed infinite ghost points bug.
* The sound engine has been re-written to allow for co-existing SFX and music.
* There are now surprises in the mazes, including more powerful ghosts and level tweaks.
* A few new stages, 21 in total.
http://x-hax.cultnet.net/
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January 27th, 2011, 02:15 Posted By: wraggster
The 3DS will resist piracy better than any other console Nintendo has created.
Nintendo believes the R4 cart problem that dogged the DS in recent years is well and truly behind it as anti-piracy measures take hold.
"I think perhaps there's been a 'heyday of piracy' and we've now seen a lot of rules come in to stop it," Nintendo UK's product manager James Honeywell told CVG.
"There's definitely a step change coming and you see it in various countries around the world. People are aware that video games, music and movies make massive contributions to the economies of countries. They need to make sure they start protecting those things."
In July last year the High Court banned the sale of R4 cartridges in the UK. The case concerned the Copyright Designs and Patents Act 1998, and Nintendo's claim that games were copied into the random access memory of the DS in the course of using the devices.
"Recently there's been some quite significant cases where there were some grey areas as far as IP protection goes," UK general manager David Yarnton said.
"Recently there have been a couple of rulings with R4s where people have been found guilty and had quite significant sentences against them.
"This now makes a precedent that potentially in the future it won't be a viable thing for people to do.
"We can't divulge any technical details on that but needless to say this is probably one of our best pieces of equipment in that respect.
"There are a lot of things we've learnt over time to try and improve the security and protection - not only of our IP but of our third-party publishers' IP as well."
Yesterday UKIE claimed for every one game sold at retail four are pirated. People who play illegal copies of videogames on chipped or modified consoles, UKIE said, cost at least £1.45 billion in lost sales in 2010.
http://www.eurogamer.net/articles/20...cy-tech-strong
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January 27th, 2011, 02:22 Posted By: wraggster
Nintendo's UK bosses have been talking up the copy protection in the impending 3DS handheld, claiming that the piracy troubles of the DS era may be behind it.
The firm's marketing manager James Honeywell told CVG that "There's definitely a step change coming and you see it in various countries around the world.
"People are aware that video games, music and movies make massive contributions to the economies of countries. They need to make sure they start protecting those things. I think perhaps there's been a 'heyday of piracy' and we've now seen a lot of rules come in to stop it."
Added general manager David Yarnton, "We can't divulge any technical details on that but needless to say this is probably one of our best pieces of equipment in that respect.
"There are a lot of things we've learnt over time to try and improve the security and protection - not only of our IP but of our third-party publishers' IP as well."
http://www.gamesindustry.biz/article...cy-may-be-over
Oh dear, is that like a red flag to a bull. now every hacker worth his salt will try and hack the 3DS to proove nintendo wrong :P
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January 27th, 2011, 02:41 Posted By: wraggster
Just as Super Mario 64 DS ushered in the era of the original DS system, it seemed fitting that a 3D-enhanced version of The Legend of Zelda: Ocarina of Time -- the cherry on top of last June's "E3DS" scoop -- would be the linchpin of the 3DS hardware launch this March. Except, it's not going to happen.
Footnoted in a vague announcement that more than thirty 3DS games would be released between the system's launch and E3 2011 (in early June) was the equally ill-defined update that Zelda: OoT 3D was still "in the works," along with other triple-A Nintendo iterations for the new handheld, including Mario Kart, Paper Mario, Animal Crossing and Star Fox -- not to mention the ballyhooed Kid Icarus comeback, Uprising, which did impress at last week's preview event.
"Mario, Zelda, all of those titles are coming," Nintendo of America boss Reggie Fils-Aime told MTV Multiplayer. "From our perspective, we like to launch titles when they're ready. And so they'll be ready. They'll be ready soon -- just not in that initial time period of late March to early June." In other words: "after E3."
That leaves Nintendo with a somewhat dubious 3DS launch "window" lineup (we still don't know exact release dates) of first-party titles -- three to be exact: Nintendogs + cats, Pilotwings Resort and Steel Diver. You could make a case for those first two serving strong supporting roles in the hardware launch; and Reggie, off the top of his head, said that the Nintendogs and Pilotwings franchises have combined to sell "tens of millions of copies," despite neither being a particularly prolific sequel bearer.
Steel Diver, on the other hand, is an unknown (it began as a tech demo for the original DS) and stars ... a rather drab submarine. Astutely sensing our apathy for the game, Reggie explained that "from a compelling standpoint, we think it's awfully compelling."
If you're not buying it ... you could just buy Street Fighter IV again.
http://www.joystiq.com/2011/01/26/re...os-3ds-launch/
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January 27th, 2011, 02:48 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12879&f=19
chintoi offers the 0032 version of " IkuReader "ebook reader for Nintendo DS.
Changelog:
Version: 0.032 - improved epub compatibility. still too raw
Version: 0.030 - fixed last letter of a line sometimes not being displayed
fb2: fixed paragraths containing <empty-line /> tag not being displayed
*experimental* epub support
Version: 0.024 - books folder no longer required: file browser should start in the same folder last book was opened from
fixed recent book not always saved
messed with saving settings even more
updated libfat
http://code.google.com/p/ikureader/
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January 27th, 2011, 02:50 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic.php?t=12878&f=19
JunoRulz offers us " Mechanage DS "RPG for the Nintendo DS completely (gfx, sfx, etc ...) conducted by the author.
Well, here is the game I spent ~2 years developing: Mechanage
It's got 6 levels, though I noticed some bugs come level five and died before getting to level 6 because it's too hardcore. Basically I rebuilt my computer and though I've got all the source code, I don't have anyway to compile it in the newer versions of devkitpro and palib. It hurts to see my ambitions putter out like this after all the hours I've spent, but oh well, I just hope someone checks it out and appreciates.
All code written by me. All sprites drawn by me. All photos taken by me. All sounds recorded by me. All music composed by me. All story imagined by me. Enjoy
Juno
http://www.palib-dev.com/forum/index...ic,1154.0.html
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January 27th, 2011, 02:58 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16276.html
The beta version of the NES emulator Nintendulator has been updated again. And again no change in the version number.
Quote:
January 25, 2011
Nintendulator´s builtin .NES header editor has been updated with proper NES 2.0 support, largely imported from a standalone header editor I wrote back in 2006..
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January 27th, 2011, 02:59 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16270.html
The NES emulator HalfNES has been updated.
Quote:
Release 0.025. Setting right what once went wrong.
-fixed file loading, again
-made it better on Macs
-finally found the Kirby bug
-made Maniac Mansion work
-rearranged menus
-added a way to disable the frame limiter
see the readme, so much stuff i did.
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January 27th, 2011, 03:00 Posted By: wraggster
News via http://emu-russia.net/en/
Super Nintendo emulator has been updated recently. Changes:
- completely rewrote memory sub-system to support 1-byte granularity in XML mapping;
- removed Memory inheritance and MMIO class completely, any address can be mapped to any function now;
- SuperFX: removed SuperFXBus : Bus, now implemented manually;
- SA-1: removed SA1Bus : Bus, now implemented manually;
- entire bus mapping is now static, happens once on cartridge load;
- as a result, read/write handlers now handle MMC mapping; slower average case, far faster worst case;
- namespace memory is no more, RAM arrays are stored inside the chips they are owned by now;
- GameBoy: improved CPU HALT emulation, fixes Zelda: Link's Awakening scrolling;
- GameBoy: added serial emulation (cannot connect to another GB yet), fixes Shin Megami Tensei - Devichil;
- GameBoy: improved LCD STAT emulation, fixes Sagaia;
- ui: added fullscreen support (F11 key), video settings allows for three scale settings;
- ui: fixed brightness, contrast, gamma, audio volume, input frequency values on program startup;
- ui: since Qt is dead, config file becomes bsnes.cfg once again;
- Super Game Boy: you can now load the BIOS without a game inserted to see a pretty white box;
- ui-gameboy: can be built without SNES components now;
- libsnes: now a UI target, compile with 'make ui=ui-libsnes';
- libsnes: added WRAM, APURAM, VRAM, OAM, CGRAM access (cheat search, etc);
- source: removed launcher/, as the Qt port is now gone;
- source: Makefile restructuring to better support new ui targets;
- source: lots of other internal code cleanup work
http://byuu.org/
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January 27th, 2011, 03:24 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6928
Actually fix issue 3659.
check for cp932 using ::IsValidCodePage before creating the wxCSConv
if it is possible for linux distro or mac to remove the euc_jap cp from install a similar check may be added in WxUtils.cpp
Download Here --> http://www.dolphin-emulator.com/download.html
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January 27th, 2011, 03:24 Posted By: wraggster
The Dolphin Team have released a new version
of the Gamecube and Wii Emulator for Windows, heres whats new
Changelog for r6928
Actually fix issue 3659.
check for cp932 using ::IsValidCodePage before creating the wxCSConv
if it is possible for linux distro or mac to remove the euc_jap cp from install a similar check may be added in WxUtils.cpp
Download Here --> http://www.dolphin-emulator.com/download.html
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January 27th, 2011, 03:36 Posted By: wraggster
A new hack to enable Homebrew and Emulation on the Wii has surfaced, heres the details from the homepage:
A savegame exploit for "LEGO Batman" on the Nintendo Wii
Prerequisites:
◦SD card (not SHDC) formatted as FAT16 or FAT32
◦Some possibility to copy the savegame (DOWNLOAD) from the PC to the SD card (i.e. card reader)
◦LEGO Batman ;-) (you have to boot it at least once before)
◦Some homebrew software to load, e.g. the HackMii Installer. Although this isn't necessary, it's highly recommended ;-)
Howto:
◦(OPTIONAL) If you have an existing "LEGO Batman" savegame. MOVE it to another SD CARD.
◦Copy the "private" directory from the ''Bathaxx'' download to the root of your SD card.
◦Take your homebrew and put it in the ROOT of your SD card as "boot.elf"
◦Put your SD card in your Wii and turn it on.
◦Go into Wii Options -> Data Management -> Save Data -> Wii.
◦Go to SD card and select the "Bathaxx" savegame that corresponds to your game region.
NOTE: Some people are having problems with the Wii not "seeing" the savegame on the SD card. If you are experiencing this, try setting the archive bit for the data.bin file. In Windows this can be either be done from the file's properties dialog (right click on it in Windows Explorer and check the box) or from the command line using "attrib +a <path to data.bin>". More info at #wiihelp on Efnet.
◦Copy the savegame to the Wii.
◦Boot LEGO Batman.
◦Load the saved game you just copied to the Wii.
◦You are now in the batcave, take the elevator on the right side. Then in the trophy room, go to the upper corner and go through the door in order to enter the "Wayne Manor". Now you can select a character. Choose the last enabled one in the lowest row.
◦YouTube Video
Misc:
◦Please do not copy/hotlink/whatever, just link here.
◦If you use this exploit for piracy, you will entirely brick your Wii. srsly! (i.e. please don't use it for warez. kthx)
◦Why I released the exploit? Please read this.
Thanks:
◦Team Twiizers (obviously :-))
◦In particular segher, for releasing all this awesome stuff!
◦roto, which found the original vulnerability (since I use exactly the same vulnerability as in Indiana Jones...)
◦joedj for the chksum fix
◦drmr for the awesome banner
◦Gecko OS (nuke et al.)
◦Tester: skinner33 (PAL), roto (NTSC)
◦tomjoks for hosting
How the exploit works:
It's a typical (string) buffer overflow. There are more than one way to trigger this vulnerability (I think there're three ways). I choose that one, because it's the closest one to the spawning point
If you interested in more detailed explanation, check the disassembly of the game, the exploit source or feel free to contact me.
http://wien.tomnetworks.com/wii/
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January 27th, 2011, 23:53 Posted By: wraggster
With a brand new Nintendo money report comes a brand new worldwide Wii and DS sales total.
As of 31st December 2010, the DS (DS, DSi, DSi XL) has sold 144.59 million units, globally, and the Wii 84.64 million units.
Massive numbers. Can 3DS replicate them?
Nintendo's got a modest outlook at the moment: by the end of March, the Mario maker expects four million 3DS sales (and 15 million game sales).
Quick 3DS release date recap: 25th March in Europe; 27th March in the US; and 26th February in Japan.
And Nintendo sorely needs a boost; a lot less profit has been made this year (in the nine months ending 31st December 2010) than last - 74 per cent less. In numbers terms, that's a $9.8 billion total take whittled down to $603 million after expenditure and Shigeru Miyamoto's pocket money has been taken out.
Nintendo blamed currency conversion rates - apparently a cool $1 billion was thrown away.
Truth is, Nintendo made lots less money: in 2009 the total take for those nine months was $14.4 billion.
But it's far from doom and gloom. The Wii and DS still lead this generation of hardware year in, year out. During those nine months, DS sold 15.7 million units around the world and Wii 13.72 million. That's not to mention that Nintendo has been selling Wii at a profit ever since launch.
Nintendo picked out "strong sales" of Super Mario Galaxy 2, Wii Party, Donkey Kong Country Returns and New Super Mario Bros. Wii. Christmas-time sales were "robust", "especially in Europe and the United States", but weren't as good as the year before.
Because of the results, Nintendo has dropped slightly how many units Wii and DS are expected to sell by the end of March. But only by roughly one million less units apiece - bringing the DS total for the year to 18.5 million units and Wii to 16 million units.
http://www.eurogamer.net/articles/20...ds-total-sales
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January 27th, 2011, 23:53 Posted By: wraggster
With a brand new Nintendo money report comes a brand new worldwide Wii and DS sales total.
As of 31st December 2010, the DS (DS, DSi, DSi XL) has sold 144.59 million units, globally, and the Wii 84.64 million units.
Massive numbers. Can 3DS replicate them?
Nintendo's got a modest outlook at the moment: by the end of March, the Mario maker expects four million 3DS sales (and 15 million game sales).
Quick 3DS release date recap: 25th March in Europe; 27th March in the US; and 26th February in Japan.
And Nintendo sorely needs a boost; a lot less profit has been made this year (in the nine months ending 31st December 2010) than last - 74 per cent less. In numbers terms, that's a $9.8 billion total take whittled down to $603 million after expenditure and Shigeru Miyamoto's pocket money has been taken out.
Nintendo blamed currency conversion rates - apparently a cool $1 billion was thrown away.
Truth is, Nintendo made lots less money: in 2009 the total take for those nine months was $14.4 billion.
But it's far from doom and gloom. The Wii and DS still lead this generation of hardware year in, year out. During those nine months, DS sold 15.7 million units around the world and Wii 13.72 million. That's not to mention that Nintendo has been selling Wii at a profit ever since launch.
Nintendo picked out "strong sales" of Super Mario Galaxy 2, Wii Party, Donkey Kong Country Returns and New Super Mario Bros. Wii. Christmas-time sales were "robust", "especially in Europe and the United States", but weren't as good as the year before.
Because of the results, Nintendo has dropped slightly how many units Wii and DS are expected to sell by the end of March. But only by roughly one million less units apiece - bringing the DS total for the year to 18.5 million units and Wii to 16 million units.
http://www.eurogamer.net/articles/20...ds-total-sales
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January 28th, 2011, 00:12 Posted By: wraggster
Call it an unfortunate coincidence but Nintendo just announced its quarterly numbers only minutes after Sony announced its new quad-core Cortex-A9 pumping PSP (codenamed NGP) and new PlayStation Suite for gaming on Android tablets and cellphones. So what's the damage? Well, to start with, Nintendo's Q3 (October to December) operating profits were down 46 percent (104.6 billion yen ($1.3 billion) compared with 192.3 billion last year) on account of weaker Wii and DS sales coupled with a continued strong yen. The house of Mario also slashed its annual sales expectations projecting 16 million Wii consoles (down from 17.5 million units) and 22.5 million DS handhelds (down from 23.5 million) sold through March. It wasn't all bad news though as Ninty maintained its annual operating profit forecast of 210 billion yen assisted by a projected 25% increase in Wii software shipments. Mind you, that's not chump change, but gone are the days of the Wii / DS one-two knockout punch on the competition. And with a full quarter to go before the 3DS is launched globally, we're not expecting any improvement to the bottom line until the next fiscal year.
http://www.engadget.com/2011/01/27/n...e-sales-proje/
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January 28th, 2011, 00:25 Posted By: wraggster
Whereas the DS's ugly-duckling launch model was replaced by the sleek DS Lite a year after birth, Nintendo insists it has no immediate plans to follow a similar route with its impending successor.
Speaking in the latest Iwata Asks interview on the platform holder's official site, 3DS hardware designer Kenichi Sugino revealed that, thanks to lessons learned during production of the DS Lite, it will be tough to further slim down the new handheld with any future hardware revisions.
"The first thing (Nobuo) Nagai-san, who's in charge at the Uji plant, said to me when he looked over the designs for Nintendo 3DS before mass production began was 'This time it's fully packed right from the start'," recalled Nintendo CEO Satoru Iwata.
"Oh, really?" replied Sugino. "But he was right. That's why we don't have any short-term plans for creating a more compact version of Nintendo 3DS like we did with Nintendo DS Lite."
"Yeah," added Iwata. "When making Nintendo 3DS, we used all our tricks for Nintendo DS Lite - and more - for cutting down on size right from the start."
So, just a cynical attempt to entice fence-sitters holding off on a 3DS purchase until a more fully-featured model is announced, or could this genuinely be a new approach for the platform holder? Time will tell.
The 3DS launches in Europe on 25th March.
http://www.eurogamer.net/articles/20...ing-a-3ds-lite
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January 28th, 2011, 00:31 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...5fc36831fbbaf1
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January 28th, 2011, 01:51 Posted By: wraggster
Sverx posted this over at GBADev
... yes, I'm still working on this thing, in some spare moments
This is the version I'm using in Disjointed Studio homebrew game Waimanu Daring Slides, which is version 1.04 plus a couple of fixes.
Of course also the XM/MOD player has been updated.
You can download everything you need and/or watch (well, I should write 'listen to', here...) some demo video here.
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January 28th, 2011, 23:37 Posted By: wraggster
It's not surprising but it is exciting - Nintendo is making "Pokemon related products" for 3DS.
Nintendo overlord Satoru Iwata dropped the hint to investors yesterday. This represents the first we've heard of a new Pokemon game on 3DS.
Unless of course he meant a Pokemon-themed stylus or 3DS carry case.
"We are also developing Pokémon related products on the Wii and 3DS," said Iwata, reported by Official Nintendo Magazine.
"We will gradually over time inform you of them."
A new Pokemon game on 3DS is a no-brainer. The franchise sells by the bucket-load on DS - latest instalment Pokemon Black and White has notched five million sales in Japan alone.
But it's interesting Iwata should mention Wii, too. The last and inaugural Pokemon game on Wii - Pokemon Battle Revolution from 2007 - was terrible. Eurogamer described it as "an entirely pointless release that makes no effort to give you value for money". 4/10.
http://www.eurogamer.net/articles/20...n-nintendo-3ds
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January 28th, 2011, 23:41 Posted By: wraggster
Last week a Nintendo UK spokesperson informed Eurogamer that the 3DS's eShop would go live on launch day, courtesy of a system update.
However, CEO Satoru Iwata has now cruelly over-ruled that claim, announcing that the patch won't hit until May.
Speaking at an investor call in Japan last night, the Nintendo boss explained, "The first system update is scheduled for late May, at almost the same time around the world."
That update will add the eShop, a web browser and a function that allows you to transfer DSiWare purchases over from your old handheld.
As previously detailed, the eShop will stock its virtual shelves with a (hopefully) tempting array of vintage Game Boy classics, DSiWare, new 3DS digital titles, demos and trailers.
Iwata offered no explanation as to why the new console – which arrives in Europe on 25th May - will be launching without these key features.
http://www.eurogamer.net/articles/20...hing-until-may
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January 28th, 2011, 23:49 Posted By: wraggster
UK retailer GAME has lowered its 3DS price to £219.99.
The firm was originally selling the device for £229.99, but that price has come under pressure following aggressive moves from rivals ShopTo, Play and Amazon, all of which are selling the device for around £200.
GAME has also revealed a string of 3DS bundles, ranging from £239.99 to £249.99.
HMV has also lowered its price to £219.99.
A 3DS price war has been erupting since Nintendo set the trade cost last week. Most retailers went for £219.99, but now many online stores are selling the device for even less.
http://www.mcvuk.com/news/42780/GAME-cuts-3DS-price
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January 29th, 2011, 00:07 Posted By: wraggster
When Battle & Get: Pokemon Typing DS was first revealed during last year's Nintendo Conference, we figured "players" would have to use their styli on an on-screen soft keyboard in order to type out pokémon names. But, of course, that would have been exceedingly silly.
Instead, the typing tutor title will ship with a Bluetooth keyboard that connects to the DS through the Bluetooth-equipped game cartridge. This new peripheral isn't entirely ridiculous (maybe like 90 percent ridiculous) -- according to Nintendo president Satoru Iwata, the prototype keyboard connects to iPhone and Android devices just fine, though Nintendo won't guarantee such compatibility. But if you've been asking for a Nintendo-designed Bluetooth keyboard, here you go!
Would-be pokémon typists will be able to Battle & Get the game and keyboard (its exact size is unknown) in Japan this April. A release outside of Japan has not been announced.
http://www.joystiq.com/2011/01/28/po...ooth-keyboard/
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January 29th, 2011, 00:09 Posted By: wraggster
The 3DS is a power-hungry device, a fact that Nintendo isn't hiding in the latest issue of Iwata Asks. Nintendo's Ryuji Umezu noted that the 3D display mode not only requires the device to render each image twice, but requires brighter brightness than a flat image. "In order to make it look just as bright as usual, you have to increase the brightness of the backlight, which increases the power used by even more," Umezu pointed out.
Thankfully, there are still some steps users can take to increase the longevity of the 3DS battery, such as turning off the wireless functionality (when it's not needed). Perhaps the most important of the power-saving options, though, is the system's "power save mode." Employing a technology called "active backlight," this feature "precisely controls the brightness of the backlight according to the brightness of the screen being displayed," Umezu explained. "When the screen as a whole is dark, the backlight itself gets darker, which saves power."
The energy savings offered by the power save mode should make it a requisite for every 3DS player. "With the backlight set to the brightest level and the power save mode turned off, battery duration was about three hours," Umezu said. "But if you use the power save mode under the same conditions, it gets about 10–20 percent longer." That's almost an extra half hour you could spend grooming your Nintendog ... or cat!
http://www.joystiq.com/2011/01/28/ni...e-illuminated/
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January 29th, 2011, 00:15 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...fe2351e307e55f
OdnetninI offers version 1.0 of " Poke-Pong "Pong like based on the theme of Pokemon.
This is a very good homebrew made especially for all fans of Pokemon, as well as being fun, it's very visually appealing. As mentioned we can choose between any of the 2 modes of play. Fronton mode ourselves against the machine. And 1P vs 2P mode can play in the company of a friend, but not wirelessly, if not, using the D-Pad and buttons on the DS.
The following additional data were provided by the author.
* This homebrew has been inspired by the game Pokémon Pinball: Ruby & Shapphire.
* The Pokeball you used a "Moon Dance".
* The scenario is based on games Gold Heart / Soul Silver NDS.
* The intro screen is similar to that of Pokémon Platinum.
* The intro music is the 1st season of the series.
Controls:
* Stylus / D-Pad: Player 1.
* Digital Pad Arriba / X: Soccer la pokeball.
* A / Y: Player 2.
http://nds.scenebeta.com/noticia/poke-pong
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January 29th, 2011, 00:56 Posted By: wraggster
News via AEP
After about two years GIGO finally released a new (beta) version of its SNES emulator SNESGT.
Quote:
English release info
What´s new:
Fixed ROM detection algorithms.
Fixed SA-1 CHR conversion (2) bugs.
Fixed a bug in hi-resolution mode.
Fixed a bug in sound envelope emulation.
Fixed SPC7110 RTC bugs.
Added a direct color mode of mode 3/4.
Changed compiler to Visual Studio 2010.
:: Homepage
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January 29th, 2011, 02:07 Posted By: wraggster
WiiWizard for VS 2010 released by michniewski
WiiWizard lets you install a Wii Application Template inside your Visual Studio (Express) 2008.
Features
Simple installation
Works for both Professional and Express 2008 versions
The template has the libogc's MakeFile and a custom 'main.cpp'
IntelliSense pre-configured for libogc
Since version 1.1, a Style Fix can be applied, making it compatible with Visual Studio's Error Debugging System
Works with Windows Vista, Seven and XP
http://wiibrew.org/wiki/WiiWizard
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